Fixing bug with eyelids. When you strictly follow the workflow, the eyelids may look ugly with broken normals. Here is the solution. ua-cam.com/video/btht3PNdY18/v-deo.html
Just incase anyone gets an error because of the bones when reimporting. Blender adds an empty object named after the fbx in the newer versions. When selecting all, just deselect this empty and you can import the head without any problems.
In the Shape Key Wrap,When I click "transfer shape keys",I get error as 'Context' object has no attribute 'temp_override'.May I ask for the solution?thank you so much
Thank you so much for your great contribution. I have been looking for this kind of tutorial for the topic you shared. Next tutorial, I am looking for how to morph from reality scan custom head OBJ to metahuman head. It would be great to have that tutorial even with paid training class.
Thanks to your thorough tutorial, I got to follow all steps successfully couple of times. But this time I made this new one and tried to transfer shapekeys from the lowest LOD to other LODs, it fails and says "Unable to bind surface deform modifier". Somehow I did something wrong while modifying the head shape and creating shapekeys. But there are like 50 shapekeys so it would be devastating to start over. Could you please help me fix the binding problem?
Hi. Have you enabled bind noise (i usually use the next properties min=0.0003, max=0.0006). The purpose of bind noise is not workaround this issue, but it does not work in 100 percent cases.
If you use ue 5.4 default reimport settings were changed and does not appears before first reimport. I do the next things: 1. In import settings set path to updated fbx 2. Reimport first time 3. More mport settings now show up 4. Enable "import morph targets", "import normals" also should be checked for smooth seam between head and body 6. Reimport one more time.
Could you make the scripts (phyton) for reorganisering the lods, in blender - in fact most of the work flow ? Also you maybe you can make a script for checking the materials in unreal..! (done once you would have a template, and you simply transfer that to the newly imported face?)
@@user-en5pc1kb1w it is a problem of the newest UE5. Once you reimport it with new path you will see the remaining attributes, so just set up them and re-import one more time
Thanks. I was able to carry this out perfectly. Can you answer if we can add extra arms or props to metahuman rig for custom aniamtion? what would be the approach if I had a character with props such as wings?
Thanks. Sure, you can add anything. If I needed to add something like wings, I would add it as a separate skeletal mesh but with a few new bones for its animation. Clothes works in the same way sharing the same skeleton with the body. I wanted to add something to the metahuman but didn't tried yet
having a strange issue, So i've done this on 8 heads so far but on the most recent one i'm doing it on, when i transfer the shape keys they all transfer perfectly except for LOD2, any idea why this might happen?
okay so after more testing, transferring shape keys is working on all Male metahumans but on the female metahumans it keeps skipping LOD2 for some odd reason.
It is a quite strange thing related to the surface deform modifier. When it cannot be bound, the addon cannot transfer shapes. Sometimes it con be solver if you scale the problem mesh by a very low value. For example by 1.0001 or so. I have a more interesting solution, but I am very busy almost all the time to finally implement it within shapekeywrap. And it is not the only reason why you can have this problem. Check official blender surface deform modifier documentation to learn more about th reasons like invalid polygine etc.
Thank you so much for this tutorial and your addon and your script its so helpful . The same method can be used to make body Morphs right ? (Thank You again)
FYI - This doesn't seem to work in unreal 5.4. They have changed the import setting mentioned at 13:14 and now the mesh won't import any of the morph targets
I'm not rushing to switch to version 5.4, so I can't give a definite answer. However, I assume that the default settings might differ and "Import Morph Targets" property may be in another place
I have done all the steps to reimport unreal but I get that the layers are not well ordered even including the blender script that you indicate in the video:(
LODs are usually ordered correctly when the script is used right, but now I usually export each LOD as separate FBX, to avoid even any possibility of problems. 1. LodGroup empty should be removed. 2. Select LOD0 and armature -> export 3. Select LOD1 and armature -> export etc. Optionally before export shape keys from all LODs except LOD0 may be removed as the do nothing. This way the LOD1-7 fbx files will be imported much faster in ue as the main thing that slow down the import is the huge number of shape keys.
I got "Not enough parameters" error with Autodesks converter but It turned out I just installed the wrong version, after installing the 64 bit for windows it worked fine.
I would rather create scars using normal maps (in Substance or Quixel Mixer), because usually, the mesh density isn't enough to make them properly. However, you need to be careful because Metahuman has several normal maps, and you need to apply changes to all of them. But if the scar is huge, then yes, you need to deform the mesh as I showed in the video or in some other way.
Bro Bro Bro..... I've been looking for this all over! Seems you created this video just for me :p though i was able to achieve this through another mute video, but getting all this explaination is really helpful. Thanks a lot! also appreciate the free plugin!
if you are having issues with reimporting, what worked for me was disabling the metahuman plugin, reimporting successfully, then turning the plugin on again after reimport.
I don't have a tutorial on hairstyles for metal people, but in terms of hairstyles, Metahumans are absolutely no different from any other skeletal mesh. Unfortunately, I haven't found a well-structured tutorial that isn't too stretched out, so I might add my own soon. Not the highest priority, but maybe
Thank you for this - so far I’ve managed to follow this through but upon re import I get bones warnings that joints / bones are missing , and do I want to re create them in unreal.
Hi. Usually i get this kind of warning when do something wrong with objects hierarchy (like forgot do delete one extra empty object) or when I've forgot to select skeleton during export, and it is not exported.
Cool video. In the new version, there is no longer an option to import the morph targets. Do you have a solution for this? EDIT: found the solution. thx anyway. for the rest: simple reimport and now you see the old settings to setup^^
In the new version this trick is not needed at all, there is enough free plugin "Mesh Morpher", where you can adjust the head and body almost simultaneously
Hi. You can sculpt whatever you want. But you are limited to the initial topology. Therefore if existing topology is not enough or, what is obvious for orc, default skin material does not fit, you should do some extra work
Ello squeezy, sorry Off topic question here but you seem to know blender well..: do you know a good way to weight paint? with nodes or script maybe because im trying to weight paint gradient on springs from Shock absorbers but with the brush its a total mess XD
Friend, how to completely remove a metahuman from a project - there were manipulations to customize the character, but something went wrong and after that, any created (metahuman character) is imported with the initial error, i.e. all the same symptoms as a damaged metahuman.
@squeezypixels Thanks for a great tutorial. Everything worked for me except copying the shape keys to the other LODs. In Blender the "custom morph" shape keys from LOD 1 to 7 are driven by the "custom morph" shape key from LOD 0, I think. The shape key value is in purple in LOD 1 to 7 and nothing happens when I change the value to 1. In UE5 the custom morph only works on LOD 0. How can I make the custom morph work for all the LODs?
Hi. The drivers will not be imported in unreal, so actually no need to care about purple sliders in blender. But anyway, when you click "transfer..." you can disable drivers creation. Just untick property "bind values" on the popup window that appears after the transfer. The shapekeys will be transferred, but drivers will not be created
3:39 After using the Autodesk FBX Converter, , I get a “No objects found in file” error when trying to import into Blender. I'm following the exact process, is there something I'm missing, maybe a version issue? I'm using Blender 4.0.2. UPDATE: I figured it out. You have to make sure you have the right bit version of Autodesk FBX Converter installed, as it will let you run both the 32 and 64 bit versions without any difference. So, I installed the 64 bit version and it worked. Hopefully this post serves to help someone else facing this problem. Cheers!
Hello. I've just downloaded and installed the Windows version of FBX SDK twice and both times there is no icon to click on to launch the program/converter on my desktop nor an executable in the directory it was installed. Am I missing something?
Hi. I need Autodesk FBX convertor. Not FBX SDK. Autodesk changed links a bit maybe. I have put the updated convertor link in the description. Thanks for noticing
Great video. So now i wanted to know if you know a way to modify the metahuman hair? So lets say i selected a beard in the creator but i want to customize it for example in blender. With customize i mean changing its shape not just the material. Do you know a way for that other than needing to create a new beard from scratch and import as groom?
I would recommend you Maya Xgen. There are a lot of UA-cam guides on it. Perhaps this is the easiest and fastest way, especially if you want to make women's hair.
А не могли бы вы подсказать пожалуйста, где в "Event Graph" найти "HairLODSetup" у меня может версия старая 4.7 и ее просто нет или я что-то не доделал?
Hello, thanks for the video! I have an issue: when importing into Blender, only one LOD 0 is displayed on the mesh - it doesn’t matter whether I use a converter or not. Is this really a problem or I can work with one LOD? thank you in advance
@@squeezypixels thanks for the answer! I checked the export settings, of course, but for some reason, when exporting to Blender, only LOD 0 is displayed, although in UE everything is ok. I even tried different versions of Blender :D so I don’t even have any options as to what the issue might be. anyway, thanks.
Thank you so much for your tutorial! It worked for me and I managed to reimport the mesh with tweaks made in Zbrush. Metahuman is fully functional and standard animation plays on it with no problems! However, the face control rig is not appear in the sequencer after Skeletal mesh reimport. Do you know if there a way to fix that? Дякую!
thanks for the video. Is it possible to just do "one" high poly (0) LOD sculpting? I use maya and would make a custom modification to make a new morph at highest resolution. then import to UE.
Yes, it is even easier if you need only the high poly lod. Just delete all low poly LOD and empty in blender. And you don't even need to fix materials in unreal after reimport cause they will be ok
@@squeezypixels Awesome. I don't use blender but maya.. this should be doable in maya right? I use maya because I can export to maya with all the facial controls and I can animate in maya, then export the data.. and then in UE, I can use that data in sequencer to play back the animation which is great.
Not working for me i've been trying all day, i dont know why i have an error with bones when re-importing. Maybe because my metahuman do not have the same hierarchie , i noticed that the "Face LodGroup" is situated inside the "SMK_Vivian_Face" on top of the root. Any advice ?
I would suggest to check hierarchy in blender before export. I have got error with bones in the next situations 1. Hierarchy in blender is not ok. 2. If lod empy does not have correctly filled custom property it will be counted as a bone. 3. Make sure that you export all objects.
Hi. It is possible but you need to do some skeleton adjustments also, not only mesh. Otherwise with 99% you will get a mess with at least eye pivot points.
When I click to transfer the shape keys, using the add-on, there is an error message: "Unable to bind surface deform modifier." Does anyone know what I'm doing wrong? I followed the instructions exactly (I think).
For some reasons when you try to bind two meshes with a lot of matching vertices (like LOD1 and LOD0) this issue appears. To deal with this issue "Bind Noise" feature was implemented In the last versions of ShapeKeyWrap. This shifts vertices by a very slight random value. For metahumans I usually use min=0.0003 and max=0.0006. And you may try a few times with the same min/max cause every trial it creates different distribution of bind noise.
@@squeezypixels how bout showing how to wrap so beginners can purchase your apps once its solid & purchasable, so d nubeez will know the wotkflow from A2Z
Hiiii, excelent tutorial! but i get this error when i reimport the mesh FBXImport: Warning: No FBX mesh matches the Unreal mesh 'SKM_Ailin_Face'. does anyone know how can i do that?
Hi. Maybe something is wrong with hierarchy when you export the objects from blender. Make sure that you export selected only and necessary object are selected.
i have done all the actions that you did, but i can see my custom mesh only if i play the level in sequencer, but in the standart viewport i have mesh with no changes. Can i set my custom as main to export it to cinema4d with all custom changes that i did? hope u got what i am asking about
As for viewport. Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in vieport also. OnComponentActivated event also can be used for the same. As for cinema4d I cant help you
Is there a reason you didn't export as glTF directly into Blender? Unreal Documentation suggested this as a workaround to not having a Datasmith Blender plugin.
Hi! My goal was to keep all initial data of Metahuman. I have tried gltf and if I remember correctly it does not export morph targets and LODs. It does good job with materials, so if the final destination is blender, it worth to try. But for UE - Blender - UE pipeline my choice is FBX
@@squeezypixels if I wan t to make a Music Video, I will not like to see my artist getting deform... always depends on what we are looking for... Again, thanks for your time!!
No extra plugins was used to achieve what you see in this tutorial except my free blender plugin and script. But to be completely honest this pipeline does not adjust joint positions so if the mesh is changed too much you may get some weird things especially with eyeballs if you move them or any other part that pivots pretty much. And these problem is not that easy to fix, cause metahuman anim blueprint responsible for facial animation takes neutral transfroms of joints from thing called DNA which is not possible to update from blender now, only with mesh morpher or maya + dna calibration library. I am working on my solution for blender for it, but I am quite busy to finalize it and it definatelly will not be free.
Hi. Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in vieport also. OnComponentActivated event also can be used for the same
does anyone else have an issue where the hair disappears and all you can see is the shadow, until you click the blueprint of the metahuman in viewport and you can see it, but once you click away the hair disappears again
btw i found the solve for this, for some reason when I exported my mesh from blender it would scale the whole geo by 100. So in UE5, just scale the groom by 100(or whatever your mesh export was scaled at) and it will fix the hair flickering issue.
@@liweilin6649 As for the morph targets, Mesh Morpher does the same thing, so you can choose whichever approach you feel more comfortable. When I have a lot of morph targets I feel much more comfortable with my approach, cause I dont have to export/import morphed models dozens of times. As for the differences. You can do more in-depth character customization: customize topology, uv maps, add material slots, etc., before creating morph targets. I haven't shown everything you can do with this pipeline because the video is already too long
Is it possible to move the eyes? Resize them? My attempts have worked, but left the pivots for the eyes in the original locations causing the eyes to bulge out of the head when looking around. Do you know how I might move the eye pivots/bones so they will still work with a large-eyed character?
Hi. Shape keys only is not enough in this case. So you need to do combined thing: 1. change bone locations using additive animation (one frame with updated eyes location) 2. Shape key that will change everything you need except eye position.
@@DemonauthorFilmsYou need to create one frame animation with corrected eye position in blender, and then blend it to major animations in unreal as additive. I am going to make a few tutorials on fixing pivot points, body customization etc (I have pretty huge backlog..). I was pretty busy last months and finally got some spare time for youtube. As i don't have my tutorial on it, I would highly recommend the next video about additive annimations, that helped me when I stucked with it. It is not exactly the same thing you need, but it can help (in the video character tilt in blended, you can blend eye position). ua-cam.com/video/flHL3qJB3_I/v-deo.html It is not simple, so make sure that you actually need . If you don't need to change the shape dynamically in the game, just adjust bone position without any frame keys
@@squeezypixels Thanks so much for the quick replies. I'm not using this for a game, but for animated film. This is really the last step I need for my characters to work as I want them to work. It is definitely not simple. I have watched the vid at the link you provided. Not sure I understand, but I'll give it another go. Thanks again!
@@squeezypixels To clarify, I'm trying to permanently change the pivot point of the eyeballs--so moving the L_Eye and R_Eye bones out from center. This won't change once it is implemented for this character.
Metahumans are very complex characters. Thanks to this, they look very realistic, but there are two sides to every coin; And in the case of metahumans making changes without breaking anything is quite difficult. If it is OK to use only LOD0, the things can be a bit easier.
Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in editod. OnComponentActivated event also can be use for the same
@@squeezypixels could you be more specific about this? adding set update animation isn't working for me. and not sure what you mean by OnAnimInitialized event
In the video I connect set morph target node after Hair LOD setup. This branch runs only when you click play. You need to find AR kit face group at the bottom of the blueprint. Everything in this group will be called in the viewport, so you can place set morph target node at the end of this group after Set Update Animation if Editor node instead what I have done in the video. Set Update Animation is not the main thing. The main thing is thet it goes after OnAnimInitialized event which will be called in viewport.
@@squeezypixels в видео показано через asset detail -> file path и путь к fbx, а потом save. Но сверху есть кнопка Reimport base mesh с опциями, не помню сколько опций, там чё то LOD опция вроде. Кароче в чем отличия? Только в том что там опций больше?
Привіт! дякую за відик інфо супер, але маю питаннячко стосовно очей а саме повік, Після реімпорту метахьюмана, тестував навіть без створення морфів, коли метахьюман закриває очі то на повіках утворюються коричневі стрічки на місцях де мають бути складочки та морщинки, якщо пройтись над повіками у блендері смузбрашем то ці місця можна виправити, але не ідеально, мб ти з таким зіштовхувався та знаєш що порадити. Ще раз Дякую!
Привіт. Можливо щось не так з матеріалами. Навколо очей багато різних матеріалів, які повинні бути майже прозорими. Можливо якійсь з них неправельно імпортується. Я б в першу чергу перевірив би саме це. В unreal можна їзолювати матеріал і знайти який саме викликає стрічки. Потім на початковій моделі знайти цю саме ділянку і подивитися який матеріал повинен бути.
@@squeezypixels Я перевірив усі матеріали очей та лиця, навіть замінив все на дефолтний білий матеріал і проблема не зникла, схоже, що проблема саме в меші, а не в текстурах. Також знайшов повзуни у блюпринті меша голови в віконці Build Settings, які називаються: Threshold position, threshold Tangent and normal, Threshold UV, Morph Threshold - коли міняю ці показники і тисну Apply Changes, бачу що це трохи впливає на прозорість відображення цих стрічок , але не прибирає їх повністю. Також чекав нормалі, мікронормалі та карти зморшок, але самі карти при вимкненні нічого не змінюють. Єдине що допомагає їх прибрати, це розглажування повік смуз брашем в блендері, але на жаль ці стрічки все одно частково залишаются, також, якщо міняти тип нормалей на етапі експорту з блендера (наприклад рекомендований Фейс міняв на дефолтний компут нормал, чи Едж) проблема стає менш явною, але знову не зникає повністю, і ,якщо вмикати та вимикати галочку Авто Смузу перед експортом то це також впливає на те, як сильно виражені ті стрічки. Ще вони трошки маскуються, якщо крутити біос тіні в лампах. Поки я засмузив повіки в блендері і викрутив біос так щоб їх було ледве видно, але як на мене це не вирішує проблему, а просто маскує, костилем😆 По інету знаходив подібні трабли, але рішення ніхно не каже, всі наче ігнорять цей трабл😅 Дізнавався навіть у блогера JSFILMZ він також думав що це трабл в текстурах які наїхали одна на одну, але я це перевіряв і там все ок Буду вдячний, за ще якісь ідеї для вирішення цього траблюка
This is cool, but it's still too much of a hassle for something that should be built-in from the get go. I'll never understand why UNREAL Engine desperately wants Metahumans to be REALISTIC. I mean, didn't Epic Games notice there was a problem with their reasoning? People don't want only hyper-realistic models, they also want customized characters. You can see it when you look at the Vtubing scene. There are characters with animal traits, there are monsters, there are 2D avatars... VTubers also often play unrealistic personas, and it's clearly popular. I just hope Epic Game will have that realization and create plugins for Metahumans to make any character we want.
Totally agree, but anyway metahumans are pretty good taking into account the fact they are free. P.S. As I know they can be customizad much easier with Maya
How lazy are you if a 20 Minute tutorial is too much for you to go through? The first time doing it will take some time, but after that its something you gotta keep in mind. Maybe midjourney is something for you if youre too lazy for character creation ...
@@Tweedledee__ Lol. Someone is having a bad day. Giving legitimate criticism is being lazy now? Hey, how many clicks did you have to make to post your comment? One? Oh, you're such a lazy person. If you don't have to click 15 times, write 10 lines of code and turn three times to post a comment, then you're just baaad. ... There are countless programs that let you build a character in 5 minutes and without contrived systems. Therefore, this system can be better. If you take issue with me pointing out the flaws of a program, you need therapy right now.
@@Tweedledee__It's not about lazyness, it's the fact you need a ghetto solution for something so basic, the fact there are people charging 700 US$ for a custom software is ridiculous.
this is pure bs. Unreal relased a new type of mesh + Rig and you have to take 2h hours just to get it working this pipeline but its simply to timetaking.
Fixing bug with eyelids.
When you strictly follow the workflow, the eyelids may look ugly with broken normals. Here is the solution.
ua-cam.com/video/btht3PNdY18/v-deo.html
Bro, thank you so much. I was literally looking for a way to change my meta human without mesh morpher considering it’s so expensive.
bro you cant imagine the amount of frustration this video lifted. Huge Thanks!
Just incase anyone gets an error because of the bones when reimporting.
Blender adds an empty object named after the fbx in the newer versions. When selecting all, just deselect this empty and you can import the head without any problems.
Fantastic tutorial!
In almost 27 minutes exactly the information that I have not been able to understand and process for months. Thank you!
After digging through so many tutorials I finally find what I’m looking for! Thank you!
i have used it to enlarge the eyes of the metahuman and it worked! thank you so much. now i have to edit the eyelid blendshapes
This is soooo helpful! Thank you for the detailed tutorial without going to fast
This is huge. Thank you.
thank you for this full true tutorial bro
Yes YESS YESSSS!!! Believe me when I said we all were looking for THIS!! Thank you!
Thanks a lot for uploading that!
Very nice tutorial and your add-on is a life saver. Thank you and keep up the good work!
Молодець! Дуже потрібний урок. 👍
In the Shape Key Wrap,When I click "transfer shape keys",I get error as 'Context' object has no attribute 'temp_override'.May I ask for the solution?thank you so much
you are a god, thanks a lot
Thank you so much for your great contribution. I have been looking for this kind of tutorial for the topic you shared. Next tutorial, I am looking for how to morph from reality scan custom head OBJ to metahuman head. It would be great to have that tutorial even with paid training class.
This is making my character editor thank you
Amazing tutorial!
Thanks to your thorough tutorial, I got to follow all steps successfully couple of times.
But this time I made this new one and tried to transfer shapekeys from the lowest LOD to other LODs, it fails and says "Unable to bind surface deform modifier".
Somehow I did something wrong while modifying the head shape and creating shapekeys.
But there are like 50 shapekeys so it would be devastating to start over.
Could you please help me fix the binding problem?
Hi. Have you enabled bind noise (i usually use the next properties min=0.0003, max=0.0006). The purpose of bind noise is not workaround this issue, but it does not work in 100 percent cases.
The Shape Keys do not appear in UE5 when I import everything, in the (Morph target) window I have nothing, it is completely empty
If you use ue 5.4 default reimport settings were changed and does not appears before first reimport.
I do the next things:
1. In import settings set path to updated fbx
2. Reimport first time
3. More mport settings now show up
4. Enable "import morph targets", "import normals" also should be checked for smooth seam between head and body
6. Reimport one more time.
Amazing! Thanks! Body customization will be useful too!
hey elvis. can you please tell me how to creat body shape keys. cause it's not showing body shape keys in blender
@@poorveshdave Hi, I don't know I was asking for a tutorial too :)
ua-cam.com/video/4VxHFArynp0/v-deo.html
Could you make the scripts (phyton) for reorganisering the lods, in blender - in fact most of the work flow ? Also you maybe you can make a script for checking the materials in unreal..! (done once you would have a template, and you simply transfer that to the newly imported face?)
Can you do a tutorial to resize the eyes to be larger? I tried doing it but its not working properly with the other lods.
great tutorial, thank you!
when i reimport all lod mesh to UE i find there is a black block behind the back of the head substance,but i just reimport LOD0 mesh it looks good
Thanks for this tutorial. I have a problem.
13:08 I don't see any other Import Setting options but only the File Path.
How can I fix this?
@@user-en5pc1kb1w it is a problem of the newest UE5. Once you reimport it with new path you will see the remaining attributes, so just set up them and re-import one more time
Thank you so much!! now all good!
thank you @@squeezypixels
this is gold! sincerely thanks for sharing! One thing I want to ask about, is the face rig still works fine with Apple ARKit MoCap?
Hi. It should work
Thanks. I was able to carry this out perfectly. Can you answer if we can add extra arms or props to metahuman rig for custom aniamtion? what would be the approach if I had a character with props such as wings?
Thanks. Sure, you can add anything. If I needed to add something like wings, I would add it as a separate skeletal mesh but with a few new bones for its animation. Clothes works in the same way sharing the same skeleton with the body. I wanted to add something to the metahuman but didn't tried yet
This is really cool!
having a strange issue, So i've done this on 8 heads so far but on the most recent one i'm doing it on, when i transfer the shape keys they all transfer perfectly except for LOD2, any idea why this might happen?
okay so after more testing, transferring shape keys is working on all Male metahumans but on the female metahumans it keeps skipping LOD2 for some odd reason.
It is a quite strange thing related to the surface deform modifier. When it cannot be bound, the addon cannot transfer shapes. Sometimes it con be solver if you scale the problem mesh by a very low value. For example by 1.0001 or so. I have a more interesting solution, but I am very busy almost all the time to finally implement it within shapekeywrap.
And it is not the only reason why you can have this problem. Check official blender surface deform modifier documentation to learn more about th reasons like invalid polygine etc.
Thank you so much for this tutorial and your addon and your script its so helpful . The same method can be used to make body Morphs right ? (Thank You again)
FYI - This doesn't seem to work in unreal 5.4. They have changed the import setting mentioned at 13:14 and now the mesh won't import any of the morph targets
I'm not rushing to switch to version 5.4, so I can't give a definite answer. However, I assume that the default settings might differ and "Import Morph Targets" property may be in another place
All this is still very complicated since the last time I tried doing this from last year. I’m having a headache just thinking about it.
You are the best 🙌
I have done all the steps to reimport unreal but I get that the layers are not well ordered even including the blender script that you indicate in the video:(
LODs are usually ordered correctly when the script is used right, but now I usually export each LOD as separate FBX, to avoid even any possibility of problems.
1. LodGroup empty should be removed.
2. Select LOD0 and armature -> export
3. Select LOD1 and armature -> export
etc.
Optionally before export shape keys from all LODs except LOD0 may be removed as the do nothing. This way the LOD1-7 fbx files will be imported much faster in ue as the main thing that slow down the import is the huge number of shape keys.
I got "Not enough parameters" error with Autodesks converter but It turned out I just installed the wrong version, after installing the 64 bit for windows it worked fine.
THANKS
Hmmm... does this mean you could like make a character with lots of scars on his face? or maybe even a zombie with big cuts on his face?
I would rather create scars using normal maps (in Substance or Quixel Mixer), because usually, the mesh density isn't enough to make them properly. However, you need to be careful because Metahuman has several normal maps, and you need to apply changes to all of them.
But if the scar is huge, then yes, you need to deform the mesh as I showed in the video or in some other way.
Bro Bro Bro..... I've been looking for this all over! Seems you created this video just for me :p though i was able to achieve this through another mute video, but getting all this explaination is really helpful. Thanks a lot! also appreciate the free plugin!
That is a lot of work for a pair of pointed ears xD
if you are having issues with reimporting, what worked for me was disabling the metahuman plugin, reimporting successfully, then turning the plugin on again after reimport.
How to disable plugin?
In fbx converter im getting result not enough parameters and it wont import into blender any help?
And yes i made sure i exported from ue5 with fbx 2013
@@stealthshadow51 Hey so I downloaded the wrong version and got this error I had to download the 64bit for windows and it worked.
Hey so I downloaded the wrong version and got this error I had to download the 64bit for windows and it worked.
@@joshuacadogan5174 this is the solution thank you!
Do you have a tutorial for creating hair in Blender and applying the Blender hair into UE5...attached to Metahuman in UE5?
I don't have a tutorial on hairstyles for metal people, but in terms of hairstyles, Metahumans are absolutely no different from any other skeletal mesh. Unfortunately, I haven't found a well-structured tutorial that isn't too stretched out, so I might add my own soon. Not the highest priority, but maybe
I get an error when trying to convert in Autodesk that says "Not Enough Paramters". I am stuck there.
Thank you for this - so far I’ve managed to follow this through but upon re import I get bones warnings that joints / bones are missing , and do I want to re create them in unreal.
Hi. Usually i get this kind of warning when do something wrong with objects hierarchy (like forgot do delete one extra empty object) or when I've forgot to select skeleton during export, and it is not exported.
Thanks a lot bro!!!!🙏🙏🙏 Senseiii
Cool video. In the new version, there is no longer an option to import the morph targets. Do you have a solution for this?
EDIT: found the solution. thx anyway. for the rest: simple reimport and now you see the old settings to setup^^
In the new version this trick is not needed at all, there is enough free plugin "Mesh Morpher", where you can adjust the head and body almost simultaneously
Yo awesome! How much can you morph the character in blender, like if I turned the character into an orc in blender would it still work back in ue5
Hi. You can sculpt whatever you want. But you are limited to the initial topology.
Therefore if existing topology is not enough or, what is obvious for orc, default skin material does not fit, you should do some extra work
hello,why can’t i modify the face shape changing by drag and modify the existing morph target already in the skeleton mesh?like ***_jaw_open?
Ello squeezy, sorry Off topic question here but you seem to know blender well..: do you know a good way to weight paint? with nodes or script maybe because im trying to weight paint gradient on springs from Shock absorbers but with the brush its a total mess XD
Hi. Built in gradient tool for springs looks nice.There is no need to use brush
@@squeezypixels oh thanx you i'll check it out!
Friend, how to completely remove a metahuman from a project - there were manipulations to customize the character, but something went wrong and after that, any created (metahuman character) is imported with the initial error, i.e. all the same symptoms as a damaged metahuman.
Hi. Sometimes I remove the folder of specific metahuman manually through windows, when unreal engine editor is off
@squeezypixels Thanks for a great tutorial. Everything worked for me except copying the shape keys to the other LODs. In Blender the "custom morph" shape keys from LOD 1 to 7 are driven by the "custom morph" shape key from LOD 0, I think. The shape key value is in purple in LOD 1 to 7 and nothing happens when I change the value to 1. In UE5 the custom morph only works on LOD 0.
How can I make the custom morph work for all the LODs?
Hi. The drivers will not be imported in unreal, so actually no need to care about purple sliders in blender.
But anyway, when you click "transfer..." you can disable drivers creation. Just untick property "bind values" on the popup window that appears after the transfer. The shapekeys will be transferred, but drivers will not be created
@@squeezypixels Amazing that did it! This workflow is great. Thank you for your help!
im your 1000th subscriber !!!!
3:39 After using the Autodesk FBX Converter, , I get a “No objects found in file” error when trying to import into Blender. I'm following the exact process, is there something I'm missing, maybe a version issue? I'm using Blender 4.0.2.
UPDATE: I figured it out. You have to make sure you have the right bit version of Autodesk FBX Converter installed, as it will let you run both the 32 and 64 bit versions without any difference. So, I installed the 64 bit version and it worked. Hopefully this post serves to help someone else facing this problem.
Cheers!
Hello.
I've just downloaded and installed the Windows version of FBX SDK twice and both times there is no icon to click on to launch the program/converter on my desktop nor an executable in the directory it was installed. Am I missing something?
Hi. I need Autodesk FBX convertor. Not FBX SDK.
Autodesk changed links a bit maybe. I have put the updated convertor link in the description. Thanks for noticing
Great video. So now i wanted to know if you know a way to modify the metahuman hair? So lets say i selected a beard in the creator but i want to customize it for example in blender. With customize i mean changing its shape not just the material. Do you know a way for that other than needing to create a new beard from scratch and import as groom?
I would recommend you Maya Xgen. There are a lot of UA-cam guides on it. Perhaps this is the easiest and fastest way, especially if you want to make women's hair.
А не могли бы вы подсказать пожалуйста, где в "Event Graph" найти "HairLODSetup" у меня может версия старая 4.7 и ее просто нет или я что-то не доделал?
Решил данную проблему, вопрос в другом можно ли не запуская сцену, сразу сделать модельку измененную или только во время запуска сцены?
Hello, thanks for the video! I have an issue: when importing into Blender, only one LOD 0 is displayed on the mesh - it doesn’t matter whether I use a converter or not. Is this really a problem or I can work with one LOD? thank you in advance
Hi. Usually everything goes good at this step. Try to check the export settings when you export it from unreal, make sure "Level of Detail" is ticked
@@squeezypixels thanks for the answer! I checked the export settings, of course, but for some reason, when exporting to Blender, only LOD 0 is displayed, although in UE everything is ok. I even tried different versions of Blender :D
so I don’t even have any options as to what the issue might be. anyway, thanks.
A question... how can I change in sequencer my Morph value?
Thank you so much for your tutorial!
It worked for me and I managed to reimport the mesh with tweaks made in Zbrush.
Metahuman is fully functional and standard animation plays on it with no problems!
However, the face control rig is not appear in the sequencer after Skeletal mesh reimport.
Do you know if there a way to fix that?
Дякую!
did you find a solve for this?
i realised that the controlboard facerig has a scale of 0 when you set it to follow the metahumans head, idk how to fix it though
thanks for the video. Is it possible to just do "one" high poly (0) LOD sculpting? I use maya and would make a custom modification to make a new morph at highest resolution. then import to UE.
Yes, it is even easier if you need only the high poly lod. Just delete all low poly LOD and empty in blender. And you don't even need to fix materials in unreal after reimport cause they will be ok
@@squeezypixels Awesome. I don't use blender but maya.. this should be doable in maya right? I use maya because I can export to maya with all the facial controls and I can animate in maya, then export the data.. and then in UE, I can use that data in sequencer to play back the animation which is great.
@@freenomon2466 Yes, it should be doable. But I dont use Maya so I can't know for sure
Not working for me i've been trying all day, i dont know why i have an error with bones when re-importing. Maybe because my metahuman do not have the same hierarchie , i noticed that the "Face LodGroup" is situated inside the "SMK_Vivian_Face" on top of the root. Any advice ?
I would suggest to check hierarchy in blender before export.
I have got error with bones in the next situations
1. Hierarchy in blender is not ok.
2. If lod empy does not have correctly filled custom property it will be counted as a bone.
3. Make sure that you export all objects.
i have a problem when reimporting the model to unreal, it wont start importing, can you help what should i do???
hello. do you sync we can customize metahumans like pixar characters? (they have bug eyes and little nose)
Hi. It is possible but you need to do some skeleton adjustments also, not only mesh. Otherwise with 99% you will get a mess with at least eye pivot points.
When I click to transfer the shape keys, using the add-on, there is an error message: "Unable to bind surface deform modifier." Does anyone know what I'm doing wrong? I followed the instructions exactly (I think).
For some reasons when you try to bind two meshes with a lot of matching vertices (like LOD1 and LOD0) this issue appears.
To deal with this issue "Bind Noise" feature was implemented In the last versions of ShapeKeyWrap. This shifts vertices by a very slight random value. For metahumans I usually use min=0.0003 and max=0.0006. And you may try a few times with the same min/max cause every trial it creates different distribution of bind noise.
can i create morph target to metahuman body in blender by this way😲
Metahuman to blender -) mutton chops beard no mash problem please solved bro..
great video.. please also make on body shape keys.
what if i wanna use some ready made stylized cat head from sketchfab? how to do this? can it b done with metaforge?
To use an existing mesh you need to use wrap3d or similar tool to wrap the metahuman topology around your reference model.
@@squeezypixels how bout showing how to wrap so beginners can purchase your apps once its solid & purchasable, so d nubeez will know the wotkflow from A2Z
Hiiii, excelent tutorial! but i get this error when i reimport the mesh
FBXImport: Warning: No FBX mesh matches the Unreal mesh 'SKM_Ailin_Face'.
does anyone know how can i do that?
Hi. Maybe something is wrong with hierarchy when you export the objects from blender. Make sure that you export selected only and necessary object are selected.
i have done all the actions that you did, but i can see my custom mesh only if i play the level in sequencer, but in the standart viewport i have mesh with no changes. Can i set my custom as main to export it to cinema4d with all custom changes that i did? hope u got what i am asking about
As for viewport. Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in vieport also. OnComponentActivated event also can be used for the same.
As for cinema4d I cant help you
How to make it visible in viewport and not only when press play?
Would the treatment be the same for the rest of the body?
Is there a reason you didn't export as glTF directly into Blender? Unreal Documentation suggested this as a workaround to not having a Datasmith Blender plugin.
Hi! My goal was to keep all initial data of Metahuman. I have tried gltf and if I remember correctly it does not export morph targets and LODs. It does good job with materials, so if the final destination is blender, it worth to try.
But for UE - Blender - UE pipeline my choice is FBX
@@squeezypixels Thanks so much. You've probably saved me a ton of work.
@@squeezypixels Why I need all LODs if at the end I will just use LOD 0 .... ??
@@namondastudio4616 the same reason why LODs exist. For performance optimization. Lucky you if you dont need them
@@squeezypixels if I wan t to make a Music Video, I will not like to see my artist getting deform... always depends on what we are looking for... Again, thanks for your time!!
Just to be clear. By this do we skip the use of plugins like Mesh morpher?
No extra plugins was used to achieve what you see in this tutorial except my free blender plugin and script.
But to be completely honest this pipeline does not adjust joint positions so if the mesh is changed too much you may get some weird things especially with eyeballs if you move them or any other part that pivots pretty much. And these problem is not that easy to fix, cause metahuman anim blueprint responsible for facial animation takes neutral transfroms of joints from thing called DNA which is not possible to update from blender now, only with mesh morpher or maya + dna calibration library.
I am working on my solution for blender for it, but I am quite busy to finalize it and it definatelly will not be free.
@@squeezypixelsPlease doesn't make it insane expensive like the Metapipe
Hi Pixel, great tut thnx a lot
Is there any way to make it look Morphed in viewport coz now we have to play engine in order for morph to activated ?
Hi. Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in vieport also.
OnComponentActivated event also can be used for the same
@@squeezypixels Thnx a lot I dont know what are those thing but I ll try and come back and bombard u with more questions lol
respect
@@squeezypixels Yooooooo !!!!
It worked as a charm bro thanx a lott I do appreciate your input
does anyone else have an issue where the hair disappears and all you can see is the shadow, until you click the blueprint of the metahuman in viewport and you can see it, but once you click away the hair disappears again
btw i found the solve for this, for some reason when I exported my mesh from blender it would scale the whole geo by 100. So in UE5, just scale the groom by 100(or whatever your mesh export was scaled at) and it will fix the hair flickering issue.
Im getting the "Not Enough Parameters" error too. Im using Unreal 5.1.1. Any idea to solve it?
did you find a fix for this?
this procedure without using the unreal Mesh Morpher right?
right
@@squeezypixels oh god, amazing, i used maya
@@squeezypixels does Mesh Morpher do the same process as your video? What is the difference ?
@@liweilin6649 As for the morph targets, Mesh Morpher does the same thing, so you can choose whichever approach you feel more comfortable. When I have a lot of morph targets I feel much more comfortable with my approach, cause I dont have to export/import morphed models dozens of times.
As for the differences. You can do more in-depth character customization: customize topology, uv maps, add material slots, etc., before creating morph targets. I haven't shown everything you can do with this pipeline because the video is already too long
@@squeezypixels Thank you so much for reply! I'm eager to see more videos if you would like to share! Masterpiece~
Is it possible to move the eyes? Resize them? My attempts have worked, but left the pivots for the eyes in the original locations causing the eyes to bulge out of the head when looking around. Do you know how I might move the eye pivots/bones so they will still work with a large-eyed character?
Hi. Shape keys only is not enough in this case. So you need to do combined thing:
1. change bone locations using additive animation (one frame with updated eyes location)
2. Shape key that will change everything you need except eye position.
@@squeezypixels So move the eye bones in Blender and add a keyframe? Or does this happen in Unreal?
@@DemonauthorFilmsYou need to create one frame animation with corrected eye position in blender, and then blend it to major animations in unreal as additive. I am going to make a few tutorials on fixing pivot points, body customization etc (I have pretty huge backlog..). I was pretty busy last months and finally got some spare time for youtube.
As i don't have my tutorial on it, I would highly recommend the next video about additive annimations, that helped me when I stucked with it. It is not exactly the same thing you need, but it can help (in the video character tilt in blended, you can blend eye position).
ua-cam.com/video/flHL3qJB3_I/v-deo.html
It is not simple, so make sure that you actually need . If you don't need to change the shape dynamically in the game, just adjust bone position without any frame keys
@@squeezypixels Thanks so much for the quick replies. I'm not using this for a game, but for animated film. This is really the last step I need for my characters to work as I want them to work. It is definitely not simple. I have watched the vid at the link you provided. Not sure I understand, but I'll give it another go. Thanks again!
@@squeezypixels To clarify, I'm trying to permanently change the pivot point of the eyeballs--so moving the L_Eye and R_Eye bones out from center. This won't change once it is implemented for this character.
good tutorial, but a little complicated, 😅
Metahumans are very complex characters. Thanks to this, they look very realistic, but there are two sides to every coin; And in the case of metahumans making changes without breaking anything is quite difficult.
If it is OK to use only LOD0, the things can be a bit easier.
Thanks a lot. But I can't re-import the face. Do you know why ? The option is grayed out
Hi! Have you set source file path to the FBX exported from blender?
13:34
@@squeezypixels Yes
@@squeezypixels It's good, everything works perfectly. Thank you so much. I must have made a mistake, I started from the beginning and now all work.
Is there any way to permanently apply this morph target in the viewport? Thank you so much for this great tutorial!
Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in editod.
OnComponentActivated event also can be use for the same
@@squeezypixels could you be more specific about this? adding set update animation isn't working for me. and not sure what you mean by OnAnimInitialized event
In the video I connect set morph target node after Hair LOD setup. This branch runs only when you click play.
You need to find AR kit face group at the bottom of the blueprint. Everything in this group will be called in the viewport, so you can place set morph target node at the end of this group after Set Update Animation if Editor node instead what I have done in the video. Set Update Animation is not the main thing. The main thing is thet it goes after OnAnimInitialized event which will be called in viewport.
@@squeezypixels thanks, got it working now!
Thank you for saving my ass
Can I ask what graphics card you are using?
GTX1050... Unfortunately
I wonder if the same applies to the body of a metahuman
It is almost the same, even easier. Less materials, less LODs
@@squeezypixels please let us know. it's not working on body
А чем реимпорт отличается того что сверху с выбранными опциями (кнопка) тем что типо я просто -90 в ноль ставлю?
Не понял вопрос. Реимпорт от обычного import asset?
@@squeezypixels в видео показано через asset detail -> file path и путь к fbx, а потом save. Но сверху есть кнопка Reimport base mesh с опциями, не помню сколько опций, там чё то LOD опция вроде. Кароче в чем отличия? Только в том что там опций больше?
@@dan323609 по идее ничем не отличается, но я не пробовал этот вариант
Привіт! дякую за відик інфо супер, але маю питаннячко стосовно очей а саме повік, Після реімпорту метахьюмана, тестував навіть без створення морфів, коли метахьюман закриває очі то на повіках утворюються коричневі стрічки на місцях де мають бути складочки та морщинки, якщо пройтись над повіками у блендері смузбрашем то ці місця можна виправити, але не ідеально, мб ти з таким зіштовхувався та знаєш що порадити.
Ще раз Дякую!
Привіт. Можливо щось не так з матеріалами. Навколо очей багато різних матеріалів, які повинні бути майже прозорими. Можливо якійсь з них неправельно імпортується. Я б в першу чергу перевірив би саме це. В unreal можна їзолювати матеріал і знайти який саме викликає стрічки. Потім на початковій моделі знайти цю саме ділянку і подивитися який матеріал повинен бути.
@@squeezypixels Дякую я прочекаю цю історію, якщо спрацює чи ні то я відпишу!
@@squeezypixels Я перевірив усі матеріали очей та лиця, навіть замінив все на дефолтний білий матеріал і проблема не зникла, схоже, що проблема саме в меші, а не в текстурах. Також знайшов повзуни у блюпринті меша голови в віконці Build Settings, які називаються: Threshold position, threshold Tangent and normal, Threshold UV, Morph Threshold - коли міняю ці показники і тисну Apply Changes, бачу що це трохи впливає на прозорість відображення цих стрічок , але не прибирає їх повністю. Також чекав нормалі, мікронормалі та карти зморшок, але самі карти при вимкненні нічого не змінюють.
Єдине що допомагає їх прибрати, це розглажування повік смуз брашем в блендері, але на жаль ці стрічки все одно частково залишаются, також, якщо міняти тип нормалей на етапі експорту з блендера (наприклад рекомендований Фейс міняв на дефолтний компут нормал, чи Едж) проблема стає менш явною, але знову не зникає повністю, і ,якщо вмикати та вимикати галочку Авто Смузу перед експортом то це також впливає на те, як сильно виражені ті стрічки.
Ще вони трошки маскуються, якщо крутити біос тіні в лампах. Поки я засмузив повіки в блендері і викрутив біос так щоб їх було ледве видно, але як на мене це не вирішує проблему, а просто маскує, костилем😆
По інету знаходив подібні трабли, але рішення ніхно не каже, всі наче ігнорять цей трабл😅
Дізнавався навіть у блогера JSFILMZ він також думав що це трабл в текстурах які наїхали одна на одну, але я це перевіряв і там все ок
Буду вдячний, за ще якісь ідеї для вирішення цього траблюка
Can you do the same for the body?
Yeah. New tutorial is in progress
@@squeezypixels Awesome!
This is cool, but it's still too much of a hassle for something that should be built-in from the get go. I'll never understand why UNREAL Engine desperately wants Metahumans to be REALISTIC. I mean, didn't Epic Games notice there was a problem with their reasoning? People don't want only hyper-realistic models, they also want customized characters. You can see it when you look at the Vtubing scene. There are characters with animal traits, there are monsters, there are 2D avatars... VTubers also often play unrealistic personas, and it's clearly popular.
I just hope Epic Game will have that realization and create plugins for Metahumans to make any character we want.
Totally agree, but anyway metahumans are pretty good taking into account the fact they are free.
P.S. As I know they can be customizad much easier with Maya
How lazy are you if a 20 Minute tutorial is too much for you to go through?
The first time doing it will take some time, but after that its something you gotta keep in mind.
Maybe midjourney is something for you if youre too lazy for character creation ...
@@Tweedledee__ Lol. Someone is having a bad day.
Giving legitimate criticism is being lazy now?
Hey, how many clicks did you have to make to post your comment? One? Oh, you're such a lazy person. If you don't have to click 15 times, write 10 lines of code and turn three times to post a comment, then you're just baaad.
... There are countless programs that let you build a character in 5 minutes and without contrived systems. Therefore, this system can be better. If you take issue with me pointing out the flaws of a program, you need therapy right now.
@@Tweedledee__It's not about lazyness, it's the fact you need a ghetto solution for something so basic, the fact there are people charging 700 US$ for a custom software is ridiculous.
this is pure bs. Unreal relased a new type of mesh + Rig and you have to take 2h hours just to get it working this pipeline but its simply to timetaking.
Imagine Epic games fixed their shit so we wouldnt have to do all of this crap . Just imagine:)
😬 'PromoSM'