How To Use A Custom Player Character (Metahuman) - Unreal Engine 5 Tutorial
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- Опубліковано 8 чер 2024
- In this tutorial, I'll show you how to set up a custom character, in this case a metahuman, in your project. I'll walk you through everything from importing your metahuman, to creating an animation blueprint from scratch.
Patreon: / mizzofrizzo
Subreddit: / mizzofrizzo_tutorials
Facebook: / 884349679908510
Timestamps:
0:00 - Intro
0:43 - Project creation and download metahuman
1:59 - Set up metahuman's BP
6:31 - Character movement and camera settings
10:33 - Retarget third person animations
18:09 - Create and set up AnimBP
24:59 - Set up Anim Graph
38:46 - Fix groom binding issue
42:11 - Outro - Ігри
If you're using 5.4, this tutorial still works with the exception of the retargeting process and one small issue it produces. During the animation retargeting, you can either use the new automatic retargeting by selecting your character's mesh in Target Skeletal Mesh and hitting export, or if you want to manually retarget as shown in this tutorial you can uncheck Auto Generate Retargeter then select a Retargeter Asset. It's important to note that MM_Land no longer retains its additive settings during retargeting. Open it up, scroll down to additive settings, change Additive Anim Type to Local Space, Base Pose Type to Frame From This Animation, and Ref Frame Index to 26. These are the default settings in the 3rd Person Template, so for reference feel free to open the original MM_Land and check out the additive settings there. 🤙
Finally, someone showed how to properly set up Metahuman with their own blueprint instead of replacing the mesh in many blueprints! Great job, man!
🙏
Totally agree
keep up the great content bro! Just got into game development and your videos are BEYOND helpful
That, is one of the best tutorials I have seen for UE5 :)
Great Tutorial! Subscribed.
Great job with the new videos! Keep on grinding!
Thanks, man, but it's not a grind. 🙂
first! will watch it right now
Thanks for the tutorial it’s one of the most helpful ones I’ve seen! I also wanted to ask, if there is there any difference between retargeting root motion animation and in place animation?
In place animations from Maximo? Those are essentially root motion...
@@MizzoFrizzo im using anims from an asset pack that have root motion.
I was able to follow your video no problem but im having issues converting it to a enhanced input root motion system (im following another video for this). so im not sure if the problem was with how i retargeted the Root Motion anims or something else.
Do not force LOD 0 unless you have a high-end machine! It uses all my 32gb ram and 12gb on my 3060. Use 2 or 1 max!
Amazing video. How can i add the animations from animations tarter pack, retarget it to the manniquin or to the metahuman skeleton?
Go to this video at about the 18.25 mark to see my method:
ua-cam.com/video/7OgY-7HVfF4/v-deo.htmlfeature=shared
The first one that actually worked, Good job.
Hey dude! I did this tutorial when you first added it and started using it as my learning template instead of the default character and its worked great. but im facing issues with metahuman animations. Using *Play Montage* node with _Mesh_ results in root motion but no animation. Using _Body_ gives animation but lacks root motion.
Sorry man I'm really not sure. Good luck!
Just in case anyone gets my same problem. I think the issue is because metahumans are modular, every body part is separate and combined with _Set Leader Pose Component_
My solution was to duplicate play montage one for body and one for mesh. not sure this is an efficient solution
Hey man nice video! Unfortunately I am having a problem with my character. He is moving away from the camera but only the animation itself, when I walk forward the animation goes away from the camera but when I stop or jump or do anything else the character comes back right the way to the camera. I already redone all the tutorial but still having the same issue. I am at U5.4. Please heeelp
It's a root motion issue. @11:50 did you change the translation mode on the root to globally scaled?
@@MizzoFrizzo Yes I did, but still having the issue
@@MizzoFrizzo I fixed! Apparently I was not using the auto retarget correctly. Instead of duplicate the RTG I just retarget the assets and animations from the ABP_Quinn with auto generated and then it worked fine. Thanks man!
none of the female skeletons line up correctly and this causes me huge grief with gun animations, is there a quick fix or am stuck making edits to every animation from here on out?
As with using any asset that wasn't designed especially for your game/character, you are going to have some work to do making edits, yes.
@@MizzoFrizzo haha yea I kind of already knew, but a man can hope. I did however get everything working correctly eventually. Thanks for the many tutorials! I have been following them and referencing back to them a lot, Thanks again.
hello! Everything works perfect, except for the Anim Montages. I connected Main States to Slot 'Default Slot' but it still doesn't work, if you can help me it would be great (5.4)
Make sure you've connected the correct component to the parent pin on the montage node...
@@MizzoFrizzo yess
i did this after your third person game 2 hour video and got a lot of errors once i replaced the mesh into the bp
Are you using 5.4?
@@MizzoFrizzo yessir
@@MizzoFrizzo yeah and now the entire thing doesnt work lmao
@@vibrant7197 I'll have to have a go on 5.4 and see what's changed
@@MizzoFrizzo sweet i just wanna be able to not use manny in my games i make, appreciate the help
im sorry but the way you say cached at 25:18 has me laughing, its pronounced "kasht" (or cash + ed) btw.
It's pronounced differently by different nationalities. 😉