How to Connect Head and Body Animations to MetaHumans without Sequencer

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  • čas přidán 27. 06. 2023
  • A continuation of: • MetaHuman Animator Com...
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Komentáře • 29

  • @memarkus5709
    @memarkus5709 Před rokem +2

    Thank you so much for this tutorial, this is the one thing that worked for me

  • @mustafayenerkol9958
    @mustafayenerkol9958 Před 4 měsíci +1

    Thank you so much for this tutorial, 2 days after 😄 I finally found it:)

  • @emediaparma
    @emediaparma Před 8 měsíci +1

    awesome tutorial works for me thank you so much !!!!

  • @ArthurBaum
    @ArthurBaum Před rokem

    Thanks for the tutorial. What I'm still struggling with is using MH animator with custom bodies (which also share the same rig). As soon as I attach the head to the body via the leader pose component the animation stops working. Do you have any tips on that?

  • @benblaumentalism6245
    @benblaumentalism6245 Před 9 měsíci +1

    If I set this up this way, can I subsequently just add the actor to a sequence and trigger the animations for the face as events? Would it remain attached? None of the Sequencer workflows I've tried have worked for me yet. Thanks so much!

  • @ScottBarrettihq
    @ScottBarrettihq Před 3 měsíci +1

    This metahuman body/head workflow is not presently good in this department. There are LOTS of videos of people trying to solve the float/detach problem and now the official video from Epic advocates pasting the neck/head movements from the face performance to the body animation. This is a 'brute force' workflow and means you can't keep the head and body movements separate so you can slide them around like a non-linear edit. My use case is sequencer but the official solution sucks. I tried another tutorial that advocated head or neck blend masks, so the animations could remain independent, but it broke the face animation, and then the head separated. I feel like there is a revamp required and a new UI that would make this sensical and understandable for all users. It's on you, Epic.

  • @MerleSa-uf9ki
    @MerleSa-uf9ki Před 3 měsíci +1

    Hey, thanks so much for all your great tutorials! I'm pretty new to UE and MetaHuman and your videos have already helped me a lot in figuring out how to navigate through everything. I'm currently trying to animate my MetaHumans using body and face animations at the same time via blueprint and not the sequencer - so exactly what you show in this video. But somehow it's not working for me. I'm using body and face animations from the City Sample Crowd Pack (I added the Metahuman skeleton as a compatible skeleton to make the animations work on my MetaHumans) and also using my own face animations created with Live Link. When I set up an idle animation for the body as an animation asset and one of the face animations as a montage, they work separately, with the head disconnected from the body. If I then check the Disable Post Process Blueprint for the City Sample Crowd animations, the head just stays disconnected and the montage doesn't even play. For my own face animation from Live Link, the montage plays either way, but the head is completely distorted when I check Disable Post Process Blueprint.
    So, basically I can either only get the body animation to work without any face animation or the head gets detached/distorted. I tried so many tutorials showing the Blend Mask Thing (with the City Sample Crowd the created Blend Masks don’t even show up when you switch the Blend Mode and for my own animations its doesn’t change anything) and also tried setting up both the body and the face animation as montages, but nothing works. Sorry for this lengthy comment, but I'm desperately looking for a solution.... Any ideas on what could be going wrong? Am I missing something obvious? Thanks in advance!!!

    • @ibrews
      @ibrews  Před 3 měsíci +2

      I think this tutorial is more up to date!
      czcams.com/video/2vDickbxTZQ/video.htmlsi=Pzio8gILJHDcWqVM

  • @ericdrob
    @ericdrob Před 8 měsíci

    Thank you!!

  • @yinezahernandez9245
    @yinezahernandez9245 Před měsícem

    Thank you very much, your video helped me😄. I have a question, can the animated metahuman be exported to twinmotion? since both are from epic games.🤔

  • @DirkTeucher
    @DirkTeucher Před rokem

    Awesome ! Am curious what iPhone you are using for the face animation? I tried the new 5.2 live link face animations with an iPhone XR and the face mocap quality just looks identical to the previous versions of live link. I get the impression that I need to get a iPhone 14 for more detail but perhaps I am missing some extra steps to see the kind of detail we saw in the Unreal demos? What do you think?

    • @ibrews
      @ibrews  Před rokem +2

      iphone 12. did you use MetaHuman Animator or AR Kit? AR Kit (live) shouldn't be any different. MHA is special because of the machine learning that happens in post.

    • @DirkTeucher
      @DirkTeucher Před rokem

      @@ibrews Ah ok. I used live link. Metahuman animator did not pick up the iPhone xr when I tried. I will try again with offline footage. Thank you.

  • @brigu88
    @brigu88 Před 4 měsíci

    i need help, if i follow this solution, i end up losing the facial animation, basically there is no more talking. any help?

    • @brigu88
      @brigu88 Před 4 měsíci

      i must add that if i disable post process blueprint on the face, i get the animation but it stays detached from the body

  • @lisabrandel2675
    @lisabrandel2675 Před rokem

    Hi, awesome tutorial!
    I encountered a small problem, after following all the steps the head is attached to the body however the rotation is missing, even though it is in the Montage/Animation. Did you also have this issue?

    • @ibrews
      @ibrews  Před rokem

      try playing with "Disable Post Process Blueprint"

    • @NeonFrojd
      @NeonFrojd Před 9 měsíci

      I'm experiencing the same issue. Did you solve it?

  • @adamc3607
    @adamc3607 Před 9 měsíci

    Hi, I have followed the steps in UE 5.2 with a metahuman character but the montage never plays.
    Edit: Sorry my bad, I'd made some changes to the face anim BP which broke it. It's now set back to default and everything works, thanks!

    • @brigu88
      @brigu88 Před 4 měsíci

      what did u do? cause i get same issue

    • @adamc3607
      @adamc3607 Před 4 měsíci

      @@brigu88 I can’t remember but I’d made some changes which I think caused the problems, then started with a fresh metahuman and then it worked properly

  • @BeautyCream
    @BeautyCream Před rokem

    How do you bring Metahumans in Content Drawer? I assume you don't import them from Quixel for every project.

    • @ibrews
      @ibrews  Před rokem +1

      yes from Quixel or migrate from another project (be sure they've been upgraded to the right version of Unreal!)

    • @BeautyCream
      @BeautyCream Před rokem

      @@ibrews Would you please tell me how to migrate MH from another project?

    • @BeautyCream
      @BeautyCream Před rokem

      @@ibrews It looked like you were dragging in MH in the file.

    • @ibrews
      @ibrews  Před rokem +1

      @@BeautyCream I dragged from the content drawer into Sequencer. I get them into my content folder by copying them over. See my Pt 1 MHA tutorial

    • @BeautyCream
      @BeautyCream Před rokem

      @@ibrews I watched all your videos. Did you bring MH into content drawer by migrating them?