For UE5.4, on the duplicate mesh you must reimport with new file. Then the option import morph target appears. Check it. And re-import this same mesh again. No need to rotate the head and no need to propaged the shape key in blender. Thanks for the video.
Tips from 4:50 Blender: > Name your Body Mesh's Armature layer and Bone layer to "root" > Export FBX with the settings as shown in the video. IMPORTANT: > Rename your Body Mesh's ARMATURE layer and BONE layer to "root1" > Name your Face Mesh's ARMATURE layer and BONE layer to "root" instead. (Or else you'll receive an error message in Unreal: "FAILED TO MERGE BONES") > Go to your Face Mesh's OBJECT DATA layer, then select the SHAPE KEY "Face_Morph" > Press Tab/Switch to "EDIT MODE", Select all vertices of the Face Mesh (SELECT ALL). > On the menu, click VERTEX, then PROPAGATE TO SHAPES. This will ensure that the original mesh will not be used when importing back to UE! UE5: Note: There are no longer Import Settings, you can tick off "Import Morph Targets" by scrolling down in the ASSET DETAILS window. (UE5.4, Blender 4.2) Seen a few people struggle with this part in the comments, I hope this helps.
Thank you so much for this: really appreciate the steps about export and import. So well explained: I think its the perfect amount of information. Much appreciated!
hey man this is an absolutly amazing tutorial, but I wanted to let you know there is a plug in for blender I use that automates a lot of your workflow called MetaReForge. It might help speed up your workflow when working in custom metahumans. Very impressive that you figured this whole process out by yourself though, amazing job! I'm definitely subscribing to see what other amazing techniques you come up with!
This tutorial is so nice i can't believe it it's free. This has so much information that i thought i can never get on a single video. Thank you so much bro I can't thank you enough 🙇🙏
@@Han3D Can you please make a tutorial about Game Clothing for Metahumans? I have learnt this much you taught, but I want it to not be naked but have some custom clothes. Is it possible to model it according to the character?
Hi, Are you sure your facial blend shapes are connected to the rig after importing the custom head? Can you do an experiment? Create a custom blend shape for any rig movement. For example, move the mouth open controller and modify the blend shape "jaw_open" to, say, make the nose grow. When the character opens their mouth, the nose should grow. Then check if, after importing to UE, you get the same result when using the mouth open controller. Many people who import custom heads don’t realize that the connection between corrective blend shapes and the rig is broken because facial movements are controlled by joints.
Thanks a lot! I really wish Epic made it simple to go back and forth easily between softwares. That's a really annoying process (through no fault of your own
Umm you mean there's no import option for the head? Double click the MH face mesh, and search 'import' then you might find import location things that set the deformed face mesh location. :)
That's a great tutorial, thank you so much for sharing this with us. I'm sorry for asking you this, but do you know why when I try to activate the binding asset UE totally crashes?
You might try changing rhi setting from directX12 to 11? Edit - project settings - search 'rhi', then there is a setting for that on the bottom It works for me sometimes
Hi, I want to do a VR application with a optimized Meta Human is it possible to delete the details around the eyes and merge the materials on the face into one on the face to reduce draw calls ?
You mean delete materials around the eye and then merge into the face material? Yes it’s possible but you need to check that looks okay for you. For example, the eyelash color can be flesh color if lash has face material. Im not sure I understood correctly haha if Im not, please let me know again))
Hey man! Thank you for this video! Any tips on how to move the mesh symetrically or very similar on both shoulders like you do in 03:56? From what I can understand from my basic blender knowledge, the model needs to be perfectly symmetrical for "enable mesh symmetry" to work but the metahuman is not perfectly symmetrical? :D
Yeah somehow X symmetry doesn't work on metahuman mesh when I tried in Blender. What I come up with right now is using lattice? It would be more time consuming but probably work :)
Any tips on how we might clean up the mouth animations? Do you just repeat the steps for the other morph targets that exist? For example in your video it seems like the mouth pulls downwards when speaking and looks a bit unnatural.
Yes as I know, iterating morph target is the way to clean up. And the character on this video is made little grumpy expression as a default haha. So if I fix this, I would push mouth up little in Blender shape key, or make a new shape key to push up a bit and then in unreal, tweak the morph target value)
Great tutorial man! How far can you Push the custom model and it will still adapt the rig. For example could I scale the human body in Blender down to the size of a dwarf or bigger to an orc and then sculpt on it ?
It might be little hard. I found the solution for that but using MeshMorpher which is paid plugin.. I might upload soon that MeshMorpher workflow. Or you can search Meshmorpher and there are bunch of tutorials by PuglifeStudio which is the developer of MeshMorpher
Hi, great video, thank you for your hard work. I can follow everything but i'm stuck after setting up the morphs in the Construction Script and Event Graph. When i compile and look in the viewport the character and morphs all work. But when i drag the BP Character into the level no morphs are applied? Do you have any advice?
If you're using Blender or similar, what happened to me was that the Shape Keys had the original mesh hidden under my custom mesh. Whenever it was imported to Unreal, it would switch back to the OG mesh in the Viewport. Make sure your blendshapes are propagated to the new sculpt instead of the previous.
Hi! Could you tell how correctly import new body and face meshes back into UE ( time in you video: 5:34 ). Importing mesh with sceleton and other staff - how to do it in correct way?
Hi! Thanks for the tutorial! I got a question. What would be the difference in the process if I decide to re sculpt the metahuman on Zbrush? Have you tried it?
Hello , I know this is a pretty late comment but I’m really stuck at 8:00. For some reason despite me adding the nodes on the blueprint so the face morph targets could appear in the scene. It doesn’t change anything about the model’s face? Her body did change but not her face? I also realise me importing the skeletal mesh for the new altered face did not effect or mess up the hair binds. I’m using version 5.2 ! :-)
For the hair, new groom binding needs to be created and replaced. For the face, not really sure but you might check the imported mesh and nodes again :)
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. This only happens with the Face Mesh as it has Shape Keys unlike the Body mesh.
Before sculpting, create each shape keys for the the head and the body meshe. Right? But what about Eye balls and other things like lashes and catilage?? Bit confused that I should merge them all together or not..........😢😢
You can make shape keys for eye balls and other things but I recommend not to make it and just place eye balls in the right way after editing face mesh. And import all together into unreal. Cause I don't think we need to modify shape of the eye balls
Damn Han thanks for this awesome tut. I'm hoping to follow along but try with c4d... before your vid I was ready to sub Maya and get Meta Pipe 2, but hopefully your method will save me some $$ 🙏
haha thanks@@Han3D I just learned about Meta ReForge (blender plugin) might be of interest to you. Seems it will save some steps. It substitutes having to buy/sub Maya and Meta Pipe - I'm not against those programs.. I just have enough expenses lol
Ive imported a head from blender and replaced the face mesh, everything looks good close up but when you zoom back and the next LOD kicks in it switches to the old face mesh lod and so the face completely changes back to the original, any ideas please ?
so im on the 3:00 mark how did you make the polys disappear so I can see the face deleting remove the entire head so I was wondering what did you click or type to hide the bones
when I play the level in a new window (PIE) the Metahuman character is moving his face with my motions very good, but when I click in any window other than the PIE window it starts to lag. and when I click again on the PIE window, the character moves normally ! what should I do ?
Great vid and super clear, than you very much for this. Running issue where on import Unreal crashes or stops at 0% despite following all steps. On 5.2, any ideas?
Have you tried to change hri setting from directX 12 to 11 or Vulcan? For my case, directX 11, Vulcan works. And what did you import when Unreal crashed?
This was repeated inputs of the Head mesh. I did try Vulcan. No luck there. I’ll try 11. I have done this successfully in past but am now marred with crashes, getting stuck at 100%, and “failed to merge bones” errors despite the root being named correctly and file untouched other than the new morph target.
This is an amazing tutorial! Thank you for sharing! How would you create morphs if youre not a modeler? For example , if I have a mesh of Kazuya that I can import into Blender, how would I use it to create morphs for the Metahuman Mesh? Would I have to incorporate a program like Wrap4D into the workflow? And if so, where would it fit?
Hmm since we have to start from the original rigged metahuman mesh, I don't think that would work from the mesh which is not from metahuman. But I tried only vanilla blender for this workflow so far, if you use paid plugin or addon, maybe there's something we can try! I haven't try Wrap4D yet so I'm not sure that works sorry haha but Mesh Morpher which is paid addon is also used for creating morphs. So you can check this as well))
@@Han3D Thank you! I figured as much. I have Metapipe and Mesh Morpher Lite so I'll try those, but your workflow seems alot easier than using those plug-ins that's why i was wondering.
You can copy the Armature + Bone + Shape Key data from the Metahuman FBX import, join it to your custom mesh, and ensure your head and body are exported as separate meshes. To replace the meshes hidden in the Shape Key, select your Face_Morph/Body_Morph Shape Key, select your custom mesh in Edit Mode, then Vertex > Propagate to Shapes. Follow the steps or find my previous comment explaining Blender > Unreal exports.
Yes basically you can make clothes in Blender and export it with metahuman body rig together. I will make some videos about the detailed process later soon))
Brother just a small doubt after converting mesh fbx from autodesk and importing the model into the blender can we instantly start making hair and cloth simulation in blender? Or do we have to first join the mesh by ctrl j and then we have to proceed it? Please brother help me out i am really in very much anxiety pls help me.
@@Han3D Brother please can you create a video on how to create clothes of metahuman in blender I am not talking about custom clothes Plsss bro I really really need it, it's a humble request from me to you pls upload one video about it ASAP brother if you want I will even pay for it pls pls pls bro
Yes some of others said same thing. It seems like something changed in ue 5.4 when I have some free time, I'll figure it out. If you find solution for this, please share :) I think I saw some comments about that they found the solution but couldn't find now. Maybe I saw wrong haha
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. I have a comment somewhere up there that you can follow to repair this step.
Maya does this thing sometimes where it'll add a second bone/layer which freaks UE5 out. Seek it out and delete it and try again before Reimporting to Unreal to merge the bones!
when i toggle propotional editing on, it is moving the whole body instead of the single vertex. how can I fix that? 😅 and is there a way to use propotional editing on sculpting?
Probably your proportional radius is too big, when you input G for moving, scrolling up you middle mouse button, then you can see the guide radius getting smaller (When the proportional editing on). In sculpt mode, Grab brush is kind of same thing with proportional editing in edit mode :)
It's basically same I think. Just custom mesh and texture from metahuman to anime style character. But metahuman is very realistic so not the best option I guess? You might search some plugin for anime style character in Unreal :))
Seems like a good video but I had to stop and rewind every 10 to 15 seconds to try and follow what you were doing. THis video seems designed for those that already know Blender inside out. I'm at the 4:30 min mark and been trying to follow this for nearly over an hour. Maybe I'm just dumb. Good video though. I got a bit of theory from it.
Yeah I tried to put info as much as I can in a short amount of time 😂 if you're not familiar with Blender, it's totally natural to take some time. you're not dumb at all haha. Maybe I'll make videos longer for next time :))
Can you please help me while importing metahuman into Blender my body mesh and root of it coming in different place it is not arranged with the body properly in blender, my first step is getting wrong. Plzz HELP??
Basically you make any character in this workflow but since we should start from metahuman, if you deform a lot, it would be unnatural. Because we have to preserve every vertices, only move locations so there must be some areas stretch a lot if you make lizard face from human face and also for the bodies as well
When is on non manifold in select all by trait,so many vertices are getting selected which are near and combine with vertices of the eye and teeth so how can I fix it ?
2nd problem that i've found is that after retargeting this camera face animation to our custom mesh it deforms a little bit wird while extreme face expressions
when I import the converted mesh into blender, the shape keys dont work but I followed every step, is there a workaround or is it something Im missing?
아니에요 괜찮습니다. 요즘 좀 바빠져서 답변이 늦네요ㅠ 1. 포스트프로세스는 최종 아웃풋 후의 작업을 의미하는데 이게 켜져있으면 변형된 메쉬가 디폴트로 돌아가게 되더라구요. animation - postprocess blueprint가 기본으로 켜져있는데 이 부분을 따로 에딧해주지 않으면 디폴트로 돌아가는 것 같습니다. disable 해주니 몸과 머리가 다시 붙어서 disable을 체크해줬습니다. 2. 네 맞습니다. 최대한 플러그인을 안쓰고 작업하려다보니 조금 복잡한 부분도 있어서 저도 요즘 종종 새 버전과 플러그인들도 테스트 해보려고 합니다. 더 나은 워크플로우가 있다면 테스트해서 추후에 업데이트 하겠습니다 :)
@@Han3D 빠른 답변 감사합니다. 포스트 프로세스 블루프린트 체크 한 후에도 작업을 하다보면 다시 몸과 얼굴이 분리되는 현상이 계속되는데 일시적으로만 몸과 얼굴을 붙여주는 것인가요? 이 부분 해결이 안되어 답답한 상황인데요. 혹시라도 해답을 얻으시면 답변 부탁 드립니다. 답변이 없으셔도 지금까지의 정보로도 감사드립니다!
흠 몇 가지 체크를 해봐야할것 같은데요 일단 1. Morph target 관련 노드 설정이 맞게 되어있는지 2. 재생 시켜보셨을때도 분리되는지 (재생되었을때 제대로 나오면 괜찮습니다) 3. 그래도 안되면 몸이나 얼굴 애니메이션 구간 맨 앞에 키프레임을 한 번 넣어보세요 많이 답답하셨을 것 같아요. 아직 메타휴먼이 Experimental 플러그인이고 아무래도 이런저런 자잘한 오류가 언리얼이 많다보니 똑같은 과정으로 했는데도 안될때도 있더라구요. 분명 제가 모르는 부분도 있을거구요. 앞으로 나오는 버전들이 점점 안정화가 되었으면 좋겠습니다 저도 새로운버전으로 추후에 계속 새로 테스트해볼 생각입니다 같이 화이팅하시죠 :)
You can use zbursh as well but since I'm not a Zbrush expert, I don't know how to put morph data in Zbrush. In Blender, there's mesh morph data called 'shape key' so it's converted into morph target (maybe layers and morph target brush does this?). So every rig is preserved. I'm pretty sure Zbrush has that function as well. Please let me know how to do in Zbrush if you don't mind :)
I'm pretty sure you need metahuman plugin.. I've heard unreal is not very stable in Mac (also in my pc even it's window😂) if you don't use Metahuman plugin, you might lose rig data in Metahuman which is the main reason we use metahuman in this workflow ((
I keep seeing people going for all this trouble to edit metahuman characters... Maybe I am just a noob, but wouldn't be easier to just do everything from scratch on blender?
Opened Quixel bridge. Looking for UE5 MH. "The UAsset version of this MetaHuman is not compatible with UE4. You can download it in Bridge for UE5." Wtf?
You need to join the head and body then switch to edit mode, press a to select all, press m, select by distance. Then you can merge all vertices in the same position))
So ... this is fcking awesome. Its full body morph / head. There was few problems around but its hell working. Amazing job man. This is even better than great, a simple way to Make your fcking amazingly beatifull or awfull whatever you like hyperrelistic char
Glad I could help! Sometimes youtube algorithm works perfectly haha. For custom clothes, Chaos cloth sim could be the answer. I'm not used to it yet but you can find lots of tuts on youtube bro :)
@@Djonsing I reverted back to 5.3 since I much prefer sculpting in Blender to Mesh Morpher, but now my Unreal crashes every time I go to reimport the duplicated skeletal mesh with the new sculpted version. Maybe I'll just have to get used to using Mesh Morpher, LOL.
@@Han3D Thanks I figured that out shortly after. Appreciate the reply. Do you have a discord? I'm so close to having this done. I have the model in unreal and got him all set up with my animations and logic but I never took him into substance painter. I just went back to get some higher quality textures and replace him in unreal and every time I try to import him into Substance Painter it won't import. Any ideas?
@@stormsowards1318 I'm using discord for some projects I joined but not having my own discord channel yet. Might be having soon when I get more free time) You can basically export your model and textures from unreal and put them in Substance Painter. I showed how to do this on this video so you might be able to follow this mate)) simply, export mesh, then textures from materials. and import them into Substance
"FAILED TO MERGE BONES- This could happen if significant hierarchical changes have been made" while reimporting the face. Unfortunate, considering I have made very small changes to the face mesh.
I did do absolutely everything. The problem is that my Unreal Engine does not succeed in importing my changes under the same skeleton, when I click "reimport".. I suppose it's something to do with my export. Now I suggest that the problem might be that I exported the body and face with the morph set to 1 instead of 0? Maybe I need to export the morph as 0 and then change the value to 1 in unreal? I don't know man. @@Han3D
If you edited in shape key in Blender, exported, then imported in Unreal without any error message, it would be okay. If you see the shape you edited in the viewport, you need to connect body morph node as well like you did for face morph. I think that's the only thing you missed in Unreal
do the first reimport, then check the settings again and it will appear. Then checkmark it and reimport again. For some reason, it wont show the first time you reimport.
You mean in the unreal engine? Then you might haven't installed metahuman plugin in the market place. You can find this in the epic games launcher - unreal engine - market place - search 'metahuman'. after installing, you can find metahuman plugin in Unreal engine.))
Making existing IP character should be fine for portfolio, developing skill as I know. But for your own game publishing, you should check about IP violation I reckon
Too hard to follow to use make use of. 2,3,4 variations of the same FBX, exporting as this, importing as that, no mention of which is which just referring to 4 different objects all as "exported facemesh" so no way to know which to use for each step. The "grab and sculpt body" description is also nonsense and doesn't work probably because through the whole videos he's doing tons of other things in the blink of an eye and not describing them at all.
That video wasn't for beginners actually. But I'm making a new one with ue5.4, Blender 4.2. So This one will be slower and share more details :) it's coming soon!
Best Custom Meta-Human tutorial...
Thanks!))
For UE5.4, on the duplicate mesh you must reimport with new file. Then the option import morph target appears. Check it. And re-import this same mesh again. No need to rotate the head and no need to propaged the shape key in blender.
Thanks for the video.
Thank you!
This is the best metahuman customisation tutorial, thanks 🙏
Clear and concise.
Please make more tutorials on Metahuman customisation.
Thank you so much! More tuts are coming))
Tips from 4:50
Blender:
> Name your Body Mesh's Armature layer and Bone layer to "root"
> Export FBX with the settings as shown in the video.
IMPORTANT:
> Rename your Body Mesh's ARMATURE layer and BONE layer to "root1"
> Name your Face Mesh's ARMATURE layer and BONE layer to "root" instead. (Or else you'll receive an error message in Unreal: "FAILED TO MERGE BONES")
> Go to your Face Mesh's OBJECT DATA layer, then select the SHAPE KEY "Face_Morph"
> Press Tab/Switch to "EDIT MODE", Select all vertices of the Face Mesh (SELECT ALL).
> On the menu, click VERTEX, then PROPAGATE TO SHAPES. This will ensure that the original mesh will not be used when importing back to UE!
UE5:
Note: There are no longer Import Settings, you can tick off "Import Morph Targets" by scrolling down in the ASSET DETAILS window.
(UE5.4, Blender 4.2)
Seen a few people struggle with this part in the comments, I hope this helps.
Thank you so much for sharing this Dylan!
You just saved my life, thank you so much!!!!!!!
Thank you so much for this: really appreciate the steps about export and import. So well explained: I think its the perfect amount of information. Much appreciated!
Glad it was helpful!
This is Gold, you are doing a great service to artist community. Hope to see this channel grow fast. All the best. 😃👍
Glad to hear that! Thanks a lot!))👍
well my friend , you'll never how much i wait for this turtorial..thanks for advance
Glad it helps!
This is great tutorial on metahuman I hope to see more of your videos about metahuman cloths and animation related . Thank you.
Thanks! Yeah clothes and anim will be included in the future tuts))
thanks for this... you squeezed in a lot of useful info in 20mins... kudos to you
Haha yes that’s what I tried in it)) thanks!
Incredible tutorial, my friend. Thank you very much!
Glad it helped!
hey man this is an absolutly amazing tutorial, but I wanted to let you know there is a plug in for blender I use that automates a lot of your workflow called MetaReForge. It might help speed up your workflow when working in custom metahumans. Very impressive that you figured this whole process out by yourself though, amazing job! I'm definitely subscribing to see what other amazing techniques you come up with!
Thank you so much for letting me know! I was actually thinking of trying mesh morpher plugin so I'll see MetaReForge as well. Appreciate it!
This tutorial is so nice i can't believe it it's free. This has so much information that i thought i can never get on a single video. Thank you so much bro I can't thank you enough 🙇🙏
Glad it helped bro! :))
@@Han3D Can you please make a tutorial about Game Clothing for Metahumans? I have learnt this much you taught, but I want it to not be naked but have some custom clothes. Is it possible to model it according to the character?
@@saifialeem8255 Yes I might make tutorials about clothing later :) thanks!
Can you explain in detail how to create a frown effect using shape key?
I remember I did high poly sculpt and baked normal map for the frown effect :) so it's basically textures
Extremely useful tutorial, a million thanks!
Glad you enjoyed it!
Shockingly perfect tutorial!This is really useful.
Glad it was helpful!
Hi,
Are you sure your facial blend shapes are connected to the rig after importing the custom head? Can you do an experiment? Create a custom blend shape for any rig movement. For example, move the mouth open controller and modify the blend shape "jaw_open" to, say, make the nose grow. When the character opens their mouth, the nose should grow. Then check if, after importing to UE, you get the same result when using the mouth open controller. Many people who import custom heads don’t realize that the connection between corrective blend shapes and the rig is broken because facial movements are controlled by joints.
yeah. Is for me also interesting.
I didn't touch any rig, just tweaked the mesh :) so the blend shapes make the mesh move, rigs stay
This is so good. Why don't you make more videos like this?
It's because of many excuses 😂 Will be updating for new versions in September! Thank you for your words :))
Thanks a lot!
I really wish Epic made it simple to go back and forth easily between softwares.
That's a really annoying process (through no fault of your own
I agree, that's a major pain point for sure! thanks mate
Amazing video!! Thank you ☺️ can you please make a video on how to make custom clothes for the character of this video !!
Thanks! Yeah more videos are coming!))
Thanks, will try it in the near future🎉
Great stuff, subscribed! Mind if I ask, is there any way to retarget those shapekeys/bones in a custom geometry?
There's a paid plugin called MeshMorpher, it's the another way to do it :)
this is such a detailed explanation !. subscribed!
Appreciate it! :)
Why does the body have the import deformed mesh option but the head doesn't? Thanks for the tutorial
Umm you mean there's no import option for the head?
Double click the MH face mesh, and search 'import' then you might find import location things that set the deformed face mesh location. :)
@@Han3D Thanks for your answer! I have solved
That's a great tutorial, thank you so much for sharing this with us. I'm sorry for asking you this, but do you know why when I try to activate the binding asset UE totally crashes?
You might try changing rhi setting from directX12 to 11?
Edit - project settings - search 'rhi', then there is a setting for that on the bottom
It works for me sometimes
Hi, I want to do a VR application with a optimized Meta Human is it possible to delete the details around the eyes and merge the materials on the face into one on the face to reduce draw calls ?
You mean delete materials around the eye and then merge into the face material? Yes it’s possible but you need to check that looks okay for you. For example, the eyelash color can be flesh color if lash has face material.
Im not sure I understood correctly haha if Im not, please let me know again))
Hey man! Thank you for this video! Any tips on how to move the mesh symetrically or very similar on both shoulders like you do in 03:56? From what I can understand from my basic blender knowledge, the model needs to be perfectly symmetrical for "enable mesh symmetry" to work but the metahuman is not perfectly symmetrical? :D
Yeah somehow X symmetry doesn't work on metahuman mesh when I tried in Blender. What I come up with right now is using lattice? It would be more time consuming but probably work :)
Great, thank you so much!
my pleasure!
Any tips on how we might clean up the mouth animations? Do you just repeat the steps for the other morph targets that exist? For example in your video it seems like the mouth pulls downwards when speaking and looks a bit unnatural.
Yes as I know, iterating morph target is the way to clean up. And the character on this video is made little grumpy expression as a default haha. So if I fix this, I would push mouth up little in Blender shape key, or make a new shape key to push up a bit and then in unreal, tweak the morph target value)
Great tutorial man!
How far can you Push the custom model and it will still adapt the rig. For example could I scale the human body in Blender down to the size of a dwarf or bigger to an orc and then sculpt on it ?
It might be little hard. I found the solution for that but using MeshMorpher which is paid plugin.. I might upload soon that MeshMorpher workflow. Or you can search Meshmorpher and there are bunch of tutorials by PuglifeStudio which is the developer of MeshMorpher
Hi! Great tutorial! I want customize metahuman with LOD's. I see you have solution only for LOD 0. Any suggestions? Thanks!
You might need additional plugin for that. MeshMorpher would be the solution but it's paid plugin though
Hi, great video, thank you for your hard work. I can follow everything but i'm stuck after setting up the morphs in the Construction Script and Event Graph. When i compile and look in the viewport the character and morphs all work. But when i drag the BP Character into the level no morphs are applied? Do you have any advice?
Sometimes it doesn't look right in the level. Maybe you can try restart? Sometimes that works for me
If you're using Blender or similar, what happened to me was that the Shape Keys had the original mesh hidden under my custom mesh. Whenever it was imported to Unreal, it would switch back to the OG mesh in the Viewport. Make sure your blendshapes are propagated to the new sculpt instead of the previous.
@@dylan1867 i'll give this a try thanks
@@Han3D No it doesnt seem to be this
Hi! Could you tell how correctly import new body and face meshes back into UE ( time in you video: 5:34 ). Importing mesh with sceleton and other staff - how to do it in correct way?
check selective objects and uncheck add leaf bones. You can watch 5:00 on video! :)
Hi! Thanks for the tutorial! I got a question. What would be the difference in the process if I decide to re sculpt the metahuman on Zbrush? Have you tried it?
I'm not sure in Zbrush still have morph targets and rigs from Unreal when it's imported. If it's possible, you can do same things on Zbrush as well!
@@Han3D Alright! Thanks for the infos!
Hello , I know this is a pretty late comment but I’m really stuck at 8:00. For some reason despite me adding the nodes on the blueprint so the face morph targets could appear in the scene. It doesn’t change anything about the model’s face? Her body did change but not her face? I also realise me importing the skeletal mesh for the new altered face did not effect or mess up the hair binds. I’m using version 5.2 ! :-)
For the hair, new groom binding needs to be created and replaced. For the face, not really sure but you might check the imported mesh and nodes again :)
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. This only happens with the Face Mesh as it has Shape Keys unlike the Body mesh.
Thank you very much...
Welcome!
Wow. Well done tutorial.
Before sculpting, create each shape keys for the the head and the body meshe. Right? But what about Eye balls and other things like lashes and catilage?? Bit confused that I should merge them all together or not..........😢😢
You can make shape keys for eye balls and other things but I recommend not to make it and just place eye balls in the right way after editing face mesh. And import all together into unreal. Cause I don't think we need to modify shape of the eye balls
@@Han3D Thank you for your reply! I'll try as you said! And it's really great tutorial.👍
Damn Han thanks for this awesome tut. I'm hoping to follow along but try with c4d... before your vid I was ready to sub Maya and get Meta Pipe 2, but hopefully your method will save me some $$ 🙏
Glad it helped!!)) I also hope it can make you save some $$
haha thanks@@Han3D I just learned about Meta ReForge (blender plugin) might be of interest to you. Seems it will save some steps. It substitutes having to buy/sub Maya and Meta Pipe - I'm not against those programs.. I just have enough expenses lol
Ive imported a head from blender and replaced the face mesh, everything looks good close up but when you zoom back and the next LOD kicks in it switches to the old face mesh lod and so the face completely changes back to the original, any ideas please ?
Ive tried regrenerating LODs but it still returns to the old mesh on LOD 01 onwards
You mean in the unreal viewport, right?
so im on the 3:00 mark how did you make the polys disappear so I can see the face deleting remove the entire head so I was wondering what did you click or type to hide the bones
I pressed 'h' to hide :)
@@Han3D OOhh ok im still a newbie thank you now i can go back and retry the tut lol Thank you!
when I play the level in a new window (PIE)
the Metahuman character is moving his face with my motions very good, but when I click in any window other than the PIE window it starts to lag. and when I click again on the PIE window, the character moves normally !
what should I do ?
It happens to me as well 😂 it's probably because metahuman is pretty heavy I guess
Great vid and super clear, than you very much for this.
Running issue where on import Unreal crashes or stops at 0% despite following all steps. On 5.2, any ideas?
Have you tried to change hri setting from directX 12 to 11 or Vulcan?
For my case, directX 11, Vulcan works.
And what did you import when Unreal crashed?
This was repeated inputs of the Head mesh. I did try Vulcan. No luck there. I’ll try 11. I have done this successfully in past but am now marred with crashes, getting stuck at 100%, and “failed to merge bones” errors despite the root being named correctly and file untouched other than the new morph target.
Hmm that’s weird. Send me your blender project file if you don’t mind. I will have a look
How would I do so?
hannn3d@gmail.com
This is an amazing tutorial! Thank you for sharing! How would you create morphs if youre not a modeler? For example , if I have a mesh of Kazuya that I can import into Blender, how would I use it to create morphs for the Metahuman Mesh? Would I have to incorporate a program like Wrap4D into the workflow? And if so, where would it fit?
Hmm since we have to start from the original rigged metahuman mesh, I don't think that would work from the mesh which is not from metahuman. But I tried only vanilla blender for this workflow so far, if you use paid plugin or addon, maybe there's something we can try!
I haven't try Wrap4D yet so I'm not sure that works sorry haha
but Mesh Morpher which is paid addon is also used for creating morphs. So you can check this as well))
@@Han3D Thank you! I figured as much. I have Metapipe and Mesh Morpher Lite so I'll try those, but your workflow seems alot easier than using those plug-ins that's why i was wondering.
You can copy the Armature + Bone + Shape Key data from the Metahuman FBX import, join it to your custom mesh, and ensure your head and body are exported as separate meshes. To replace the meshes hidden in the Shape Key, select your Face_Morph/Body_Morph Shape Key, select your custom mesh in Edit Mode, then Vertex > Propagate to Shapes. Follow the steps or find my previous comment explaining Blender > Unreal exports.
Is there a way to make metahuman clothing in a Blender 4? This is Awesome tutorial.
Yes basically you can make clothes in Blender and export it with metahuman body rig together. I will make some videos about the detailed process later soon))
You are probably tired of hearing this, but i will say it anyways. You are awesome! :)
Im not tired of hearing this kind words at all haha thank you so much!))
Brother just a small doubt after converting mesh fbx from autodesk and importing the model into the blender can we instantly start making hair and cloth simulation in blender? Or do we have to first join the mesh by ctrl j and then we have to proceed it? Please brother help me out i am really in very much anxiety pls help me.
I think it's fine cause the hair and clothes will be exported separately so it doesn't really matter I think :)
@@Han3D Brother please can you create a video on how to create clothes of metahuman in blender I am not talking about custom clothes
Plsss bro I really really need it, it's a humble request from me to you
pls upload one video about it ASAP brother if you want I will even pay for it pls pls pls bro
So I'm following along and I'm stuck @7:12 and the shapekey for the face and body morph isn't showing up in Unreal Engine. I'm using 5.4.3.
Yes some of others said same thing. It seems like something changed in ue 5.4
when I have some free time, I'll figure it out. If you find solution for this, please share :)
I think I saw some comments about that they found the solution but couldn't find now. Maybe I saw wrong haha
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. I have a comment somewhere up there that you can follow to repair this step.
I might try this but using maya and Zbrush. Hopefully won't run into big problems 🤞
Definitely works with Maya and Zbrush as well I reckon :)
Maya does this thing sometimes where it'll add a second bone/layer which freaks UE5 out. Seek it out and delete it and try again before Reimporting to Unreal to merge the bones!
when i toggle propotional editing on, it is moving the whole body instead of the single vertex. how can I fix that? 😅
and is there a way to use propotional editing on sculpting?
Probably your proportional radius is too big, when you input G for moving, scrolling up you middle mouse button, then you can see the guide radius getting smaller (When the proportional editing on).
In sculpt mode, Grab brush is kind of same thing with proportional editing in edit mode :)
Thank you so much!!
My pleasure!)
Help!
I'm at 19:06
When I add the keyframe and disable post process blueprint, it just desactivates both my animation. They don't move anymore...
Would you save it and restart? Then sometimes it works..
@@Han3DIt worked!! Thanks 🙏
how to fix failed to merge bone will reimport file :(
Hmm did you move bones? only vertices should be edited to avoid the error
@@Han3D i hide the bone to sculpt the vertices, or i not sculpt in the right shape key🤔
I have a comment above that explains how to fix this. Good luck
Can I ask how to do it for anime style texture/stylized for metahuman?
It's basically same I think. Just custom mesh and texture from metahuman to anime style character. But metahuman is very realistic so not the best option I guess? You might search some plugin for anime style character in Unreal :))
Seems like a good video but I had to stop and rewind every 10 to 15 seconds to try and follow what you were doing. THis video seems designed for those that already know Blender inside out. I'm at the 4:30 min mark and been trying to follow this for nearly over an hour. Maybe I'm just dumb. Good video though. I got a bit of theory from it.
Yeah I tried to put info as much as I can in a short amount of time 😂 if you're not familiar with Blender, it's totally natural to take some time. you're not dumb at all haha. Maybe I'll make videos longer for next time :))
bro please make one more detailed video \
Okay bro I’ll make the longer ones later) also you can follow this video slowly cause all the info is in this))
Can you please help me while importing metahuman into Blender my body mesh and root of it coming in different place it is not arranged with the body properly in blender, my first step is getting wrong. Plzz HELP??
Hmm that's weird. Did you export the whole blueprint?
@@Han3D Yes if you want me tho show the photo of that i can on your insta, if you want to
very good tutorial,well done,i would just make it a bit slower some times is difficult to keep up but gg anyway ahah
I'm glad it helps! :)
Can this works with an charater with a non human head like an lizard warrior or something else?
Basically you make any character in this workflow but since we should start from metahuman, if you deform a lot, it would be unnatural. Because we have to preserve every vertices, only move locations so there must be some areas stretch a lot if you make lizard face from human face and also for the bodies as well
Is it possible to fix the asymmetry of metahuman's face in Blender?
Sculpt mode would help you :)
When is on non manifold in select all by trait,so many vertices are getting selected which are near and combine with vertices of the eye and teeth so how can I fix it ?
You can hide eyes and teeth in edit mode as well by using L(Linked select), H(Hide). So, you can hide parts you don't want first :)
@@Han3D thanks bro
why i cant see morph target in UE, even tho I tick this option
May I ask what version are you using? Blender and UE
@@Han3D Blender 4.0 tried 4.2 also and UE 5.4.3
Great video
Glad you enjoyed it!
Can i export this recorded face rig somehow to blender agian and use metahuman textures? Basicly by that I want to render this in blender not in UE
You mean with the whole animation, right? I think in vanilla Blender, UE it wouldn't be possible but could be possible with some add on
@@Han3D what about exporting animation as fbx/abc and texture manually in blender?
alright it works, last problem is texturing, raw pngs from UE doesnt work well;/
2nd problem that i've found is that after retargeting this camera face animation to our custom mesh it deforms a little bit wird while extreme face expressions
@@SakamiMura How did you fix them?
nice~!
Thanks! 😄
Does this pipeline work to make the eye enlarged with the eye sockets?
Yes it does. Also you can tweak values in the eye material in Unreal to enlarge pupil, sclera if you need :)
@@Han3D Cool. Thanks for the reply.
when I import the converted mesh into blender, the shape keys dont work but I followed every step, is there a workaround or is it something Im missing?
Hmm what unreal version are you using?
@@Han3D 5.1.1
@@MrCh4iN Did you converted with fbx converter?
@@Han3D Yes and it was "succesful" but when I checked the shapekeys in blender the face moves just a little bit and not completely
With the cuts you make to the video, many of the things you do are not understood but thanks for the tutorial
Yes I tried making this short)) maybe next one I make longer one!
19:12에서 얼굴과 몸의 애니메이션 모드에 키프레임을 주는 이유는 무엇인가요?
뷰포트에서 가끔 애니메이션 재생이 보이지 않아서 껐다 켰다 했는데 키프레임을 주면 그런현상이 없어지는것 같더라구요 크게 중요한건 아닙니다 ㅎ
@@Han3D 답변 감사합니다.큰 도움이 되었습니다.질문이 많아 죄송합니다.1.포스트프로세스블루프린트의 기능이 무엇인가요?2.19:30이후에 나오는 블루프린트는 얼굴의 트래킹된 애니메이션이 구현되지 않아서 해주는 것인가요?
아니에요 괜찮습니다. 요즘 좀 바빠져서 답변이 늦네요ㅠ
1. 포스트프로세스는 최종 아웃풋 후의 작업을 의미하는데 이게 켜져있으면 변형된 메쉬가 디폴트로 돌아가게 되더라구요. animation - postprocess blueprint가 기본으로 켜져있는데 이 부분을 따로 에딧해주지 않으면 디폴트로 돌아가는 것 같습니다. disable 해주니 몸과 머리가 다시 붙어서 disable을 체크해줬습니다.
2. 네 맞습니다.
최대한 플러그인을 안쓰고 작업하려다보니 조금 복잡한 부분도 있어서 저도 요즘 종종 새 버전과 플러그인들도 테스트 해보려고 합니다. 더 나은 워크플로우가 있다면 테스트해서 추후에 업데이트 하겠습니다 :)
@@Han3D 빠른 답변 감사합니다. 포스트 프로세스 블루프린트 체크 한 후에도 작업을 하다보면 다시 몸과 얼굴이 분리되는 현상이 계속되는데 일시적으로만 몸과 얼굴을 붙여주는 것인가요? 이 부분 해결이 안되어 답답한 상황인데요. 혹시라도 해답을 얻으시면 답변 부탁 드립니다. 답변이 없으셔도 지금까지의 정보로도 감사드립니다!
흠 몇 가지 체크를 해봐야할것 같은데요 일단
1. Morph target 관련 노드 설정이 맞게 되어있는지
2. 재생 시켜보셨을때도 분리되는지 (재생되었을때 제대로 나오면 괜찮습니다)
3. 그래도 안되면 몸이나 얼굴 애니메이션 구간 맨 앞에 키프레임을 한 번 넣어보세요
많이 답답하셨을 것 같아요. 아직 메타휴먼이 Experimental 플러그인이고 아무래도 이런저런 자잘한 오류가 언리얼이 많다보니 똑같은 과정으로 했는데도 안될때도 있더라구요. 분명 제가 모르는 부분도 있을거구요. 앞으로 나오는 버전들이 점점 안정화가 되었으면 좋겠습니다 저도 새로운버전으로 추후에 계속 새로 테스트해볼 생각입니다 같이 화이팅하시죠 :)
This is just diamond tutorial never seen so good video about metahuman video. But have u ever heard of blender addon metareforger?
Thanks! Yeah someone told me about metaReforger on the comment as well so I might be checking that and meshMorpher as well))
Do I need to sculpt in blender? I want to bring it to zbrush
You can use zbursh as well but since I'm not a Zbrush expert, I don't know how to put morph data in Zbrush.
In Blender, there's mesh morph data called 'shape key' so it's converted into morph target (maybe layers and morph target brush does this?). So every rig is preserved. I'm pretty sure Zbrush has that function as well. Please let me know how to do in Zbrush if you don't mind :)
고마워요!
😁👍
Is this possible to follow this work flow without the Metahuman plugin? Mac user here 👋😅
I'm pretty sure you need metahuman plugin.. I've heard unreal is not very stable in Mac (also in my pc even it's window😂) if you don't use Metahuman plugin, you might lose rig data in Metahuman which is the main reason we use metahuman in this workflow ((
I keep seeing people going for all this trouble to edit metahuman characters... Maybe I am just a noob, but wouldn't be easier to just do everything from scratch on blender?
Metahuman has very complicated and high quality rig, animations already, so this workflow focused on customize looks but conserve the rigged data :)
Opened Quixel bridge. Looking for UE5 MH.
"The UAsset version of this MetaHuman is not compatible with UE4. You can download it in Bridge for UE5."
Wtf?
Hmm are you using UE4?
How did you get rid of the line between the metahuman neck and shoulder?
You need to join the head and body then switch to edit mode, press a to select all, press m, select by distance. Then you can merge all vertices in the same position))
@@Han3D will I still be able to put separate animations on the head and body?
For animation, those have to be separated. So I just keeping the line while editing)
So ... this is fcking awesome. Its full body morph / head. There was few problems around but its hell working. Amazing job man. This is even better than great, a simple way to Make your fcking amazingly beatifull or awfull whatever you like hyperrelistic char
Glad I could help! Sometimes youtube algorithm works perfectly haha.
For custom clothes, Chaos cloth sim could be the answer.
I'm not used to it yet but you can find lots of tuts on youtube bro :)
thanks you king!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Pleasure! skeletonking!!
Thank you so much for the tutorial.
#MainCharacterDotX
Thanks! my pleasure :)
kazyuyaaaaaaaaaaaaaa
im so sad. in the begining i deleted my bones instead of pressing H to hide them
Ohh 🤣 hope Ctrl Z worked for you!
can we do this with custom clothes ??
Yes basically it works for clothes as well :)
안녕하세요! 이 강의를 한국어로 조금 더 심플하게 해주실 생각은 없으신지요
안녕하세요! 대부분의 시청자분들이 한국 이외의 국가에서 보고계셔서 유튜브에는 영어로 올리고 있습니다. 하지만 말씀해주신대로 한국어도 한 번 추후에 고려해 보겠습니다 :)
*In UE5.4, not a damn thing works!!!, Morphs are not exported, the morph target slot is empty, however, in UE5.3 everything worked without problems!*
Yes in 5.4 somehow it doesn't work.. I'll update workflow when I find the solution
@@Han3D Thanks in advance, I decided to go back to version 5.3 for now
Same issue here. Frustrating. I'll be following this and some forum threads to see if anyone finds a solution. Good luck and thanks for the tutorials!
@JordinGоff I installed the free version of the Mesh Morpher plugin on UE5.4, basic functions are available there, you can edit both the face and body
@@Djonsing I reverted back to 5.3 since I much prefer sculpting in Blender to Mesh Morpher, but now my Unreal crashes every time I go to reimport the duplicated skeletal mesh with the new sculpted version. Maybe I'll just have to get used to using Mesh Morpher, LOL.
On importing in Unreal am losing my morph targets or not seeing the new morph target can anyone help??
What version of Unreal are you using?
How did you select only the mesh for the eyes?
L to select linked geometry
You can hover your mouse any vertex on the eye and click L
@@Han3D Thanks I figured that out shortly after. Appreciate the reply. Do you have a discord? I'm so close to having this done. I have the model in unreal and got him all set up with my animations and logic but I never took him into substance painter. I just went back to get some higher quality textures and replace him in unreal and every time I try to import him into Substance Painter it won't import. Any ideas?
@@stormsowards1318 I'm using discord for some projects I joined but not having my own discord channel yet. Might be having soon when I get more free time)
You can basically export your model and textures from unreal and put them in Substance Painter. I showed how to do this on this video so you might be able to follow this mate)) simply, export mesh, then textures from materials. and import them into Substance
MY FUCKING LORD MAN e.e thks for this video
Thank you too man!
카즈야 좋아하시는구나
네 좋아해요 ㅎㅎ
"FAILED TO MERGE BONES- This could happen if significant hierarchical changes have been made" while reimporting the face. Unfortunate, considering I have made very small changes to the face mesh.
Edit- fixed the face, and now the body gives that problem. I can't. I'm following the tutorial so well and I'm changing so little compared to you!!!!
update- I created a workaround and now everything works in the BP BUT NOTHING CHANGED FROM DEFAULT IN THE VIEWPORT how is that possible?
Hmm.. did you set the nodes for body morph as well?
I did do absolutely everything. The problem is that my Unreal Engine does not succeed in importing my changes under the same skeleton, when I click "reimport".. I suppose it's something to do with my export. Now I suggest that the problem might be that I exported the body and face with the morph set to 1 instead of 0? Maybe I need to export the morph as 0 and then change the value to 1 in unreal? I don't know man. @@Han3D
If you edited in shape key in Blender, exported, then imported in Unreal without any error message, it would be okay. If you see the shape you edited in the viewport, you need to connect body morph node as well like you did for face morph. I think that's the only thing you missed in Unreal
reimport to ue 5.4 missing morph shape key
Sorry for your inconvenience, the new version tut will come in this month :)
do the first reimport, then check the settings again and it will appear. Then checkmark it and reimport again. For some reason, it wont show the first time you reimport.
Cant find metahuman plugin
You mean in the unreal engine? Then you might haven't installed metahuman plugin in the market place. You can find this in the epic games launcher - unreal engine - market place - search 'metahuman'. after installing, you can find metahuman plugin in Unreal engine.))
unreal plaug in is free ?
what plugin do you mean?
Is it legal to make this in games???
Making existing IP character should be fine for portfolio, developing skill as I know. But for your own game publishing, you should check about IP violation I reckon
Hi may friend, i want to know , are you real Yoshimitsu? cos your remind me of yoshi friend. Bye friend brother.
dorya
dorya!
Too hard to follow to use make use of. 2,3,4 variations of the same FBX, exporting as this, importing as that, no mention of which is which just referring to 4 different objects all as "exported facemesh" so no way to know which to use for each step. The "grab and sculpt body" description is also nonsense and doesn't work probably because through the whole videos he's doing tons of other things in the blink of an eye and not describing them at all.
That video wasn't for beginners actually. But I'm making a new one with ue5.4, Blender 4.2. So This one will be slower and share more details :) it's coming soon!
wart i don't really understand is the part with the shape keys ? my Head haas all these shape keys - only the Body has none of them
It is correct metahuman head a lot of shape keys and the body has no shape key :)
@@Han3D and I see that it’s not necessary anymore to convert the fbx, I got all when I directly import the fbx
@@sebastianosewolf2367 Did you export from 5.4?
@@Han3D5.3 but still no issues for import in blender
@@sebastianosewolf2367 Oh that sounds great! Blender or Unreal might be updated!