Note: metahuman base skeleton uses f_med_nrw so if your metahuman has a different body type, you'll need to right click the animation after it's imported to Unreal > Retarget Animation Assets > Duplicate and Retarget, choose RTG metahuman as the IK Retargeter, then choose f_med_nrw_body as the Source skeletal mesh and (whichever body your metahuman has, for instance m_med_nrw) as the Target Skeletal Mesh. Choose folder to send it to and click Retarget.
@Monoville When I test the animation her head and neck basically get stretched out, so assumed it would be related to that... Sorry to bother, but the help is really appreciated, finished the unreal for filmmakers course, so eager to start my own projects 😅
@epitomeofsodiumchloride hmm, shouldn't do that if the iclone dummy and metahuman body types exactly match. Have you retargeted the imported animation to the correct mesh? (So, import to metahuman base skeleton, then retarget to f_med_nrw for example)
Just want to thank you @Monoville for this and the other tutorials. Trying to incorporate MetaHumans with non MH bodies/clothes into some content and it has been such a battle. Your videos have been very helpful. Thank you!
ok, I figured out how to stop the foot sliding and root animation mismatch when transferring iclone animation to unreal. 1. select you animation and add to character in sequencer 2. right click on the animation purple bar 3. select properties 4. go down to root motion 5. in the start location offset boxes change the zeros to ones in the first two boxes.... that worked for me and now the iclone animation aligns with metahuman
For Iclone 8, to fix Root Drifitng when applying RL anim to Iclone dummy, before applying anim, go Animation Auto Motion Alignment, set no Alignment. Hope this works for anyone too!
great tutorial, but I have one problem. The feet seem to move around a lot on the metahuman. Example: if I transfer "idle01" from iclone to unreal the feet slide back and forth instead of being "idle"... any ideas?
Best workflow so far that avoids the dreaded "warping hands" issue that a straight CC4 import and retarget causes! However, in my example I used the m_med_nrw_body and when the animation was applied in the level sequence, the metahuman got really stretched. Any ideas what could be causing that or what steps to take? Animation in iClone looks 100%.
In iclone, after I add actions to metahuman's body, the body will automatically rotate by -90 degrees, but the characters in the same action iclone will not rotate. How can the teacher handle this?
I have kinda same issue, when I drop an animation on metahuman dummies into iclone, the body face a wrong direction and slide on ground, it does that with every animation a apply to.
thanks for tuto, could you tell why you have to copy iclone folder in unreal content folder, as you seem to not using it. -import fbx with a normal metaHuman skeleton ?
I just export the iClone character with the clothing, then add merahuman head, as in my tutorial: czcams.com/video/C7S3vv6-7V0/video.htmlsi=p5UuNmWCbUNVq9bV
I think an update may have broken this method. This happens now. czcams.com/video/6_8Rt2UzLUM/video.html Any idea why the torso and arms get elongated?
Note: metahuman base skeleton uses f_med_nrw so if your metahuman has a different body type, you'll need to right click the animation after it's imported to Unreal > Retarget Animation Assets > Duplicate and Retarget, choose RTG metahuman as the IK Retargeter, then choose f_med_nrw_body as the Source skeletal mesh and (whichever body your metahuman has, for instance m_med_nrw) as the Target Skeletal Mesh. Choose folder to send it to and click Retarget.
God bless you this worked.
Hi so I'm using the exact body type but I keep getting an error that says there are bones missing that are in the animation but not the Metahuman.
@epitomeofsodiumchloride ignore them, those error messages are standard
@Monoville When I test the animation her head and neck basically get stretched out, so assumed it would be related to that...
Sorry to bother, but the help is really appreciated, finished the unreal for filmmakers course, so eager to start my own projects 😅
@epitomeofsodiumchloride hmm, shouldn't do that if the iclone dummy and metahuman body types exactly match. Have you retargeted the imported animation to the correct mesh? (So, import to metahuman base skeleton, then retarget to f_med_nrw for example)
Just want to thank you @Monoville for this and the other tutorials. Trying to incorporate MetaHumans with non MH bodies/clothes into some content and it has been such a battle. Your videos have been very helpful. Thank you!
You're welcome, glad it's helpful!
Thankyou very much!! Ive been trying to do this for the longest
Dope. Im subscribing.
Thanks mate It's working!!
ok, I figured out how to stop the foot sliding and root animation mismatch when transferring iclone animation to unreal. 1. select you animation and add to character in sequencer 2. right click on the animation purple bar 3. select properties 4. go down to root motion 5. in the start location offset boxes change the zeros to ones in the first two boxes.... that worked for me and now the iclone animation aligns with metahuman
For Iclone 8, to fix Root Drifitng when applying RL anim to Iclone dummy, before applying anim, go Animation Auto Motion Alignment, set no Alignment. Hope this works for anyone too!
thank you, you bloody legend!
Thanks
Great tutorial. I'm trying to just use Kevin cc character from iclone to transfer all body and face animation.
Amazing!
THANK YOU!
You're welcome!
great tutorial, but I have one problem. The feet seem to move around a lot on the metahuman. Example: if I transfer "idle01" from iclone to unreal the feet slide back and forth instead of being "idle"... any ideas?
tq4thisEZ1!
Best workflow so far that avoids the dreaded "warping hands" issue that a straight CC4 import and retarget causes! However, in my example I used the m_med_nrw_body and when the animation was applied in the level sequence, the metahuman got really stretched. Any ideas what could be causing that or what steps to take? Animation in iClone looks 100%.
Hmm, not sure why that would be happening unless the metahuman skeleton mesh isn't also m_med_nrw
Rats, I spoke too soon. Facial animation is not coming across. I wonder what I'm doing wrong?
In iclone, after I add actions to metahuman's body, the body will automatically rotate by -90 degrees, but the characters in the same action iclone will not rotate. How can the teacher handle this?
I have kinda same issue, when I drop an animation on metahuman dummies into iclone, the body face a wrong direction and slide on ground, it does that with every animation a apply to.
I think you have to apply root motion. Right click on animation in timeline and look for root motion
pefect
thanks for tuto, could you tell why you have to copy iclone folder in unreal content folder, as you seem to not using it. -import fbx with a normal metaHuman skeleton ?
Awesome, Do u know if this will work with acculips or any of the talking animations?
Not sure, at the moment I do the lip movement/talking anim transfer via the iClone Live Link
How I make node for body type on time 0:41 please Also can you please make it steps
do you have a workflow for taking iclone clothing and exporting to metahuman?
I just export the iClone character with the clothing, then add merahuman head, as in my tutorial: czcams.com/video/C7S3vv6-7V0/video.htmlsi=p5UuNmWCbUNVq9bV
I think an update may have broken this method. This happens now. czcams.com/video/6_8Rt2UzLUM/video.html Any idea why the torso and arms get elongated?
Not sure but see my newly pinned comment, might help