tutorial: can't delete "body" of your metahuman? Is error appearing? Well you can tell me thank you, because I found solution: 1. Delete Body 2. Press 3 vertical dots right to "Compile" button and turn ON "Jump to Error Node" 3. Press "Compile". you will jump to the node where error appeared. DELETE that node! 4. Repeat step 3 until you delete all error nodes (it is around 4-5 of them) 5. Compile and Save. Congrats you are done!
the ue5 now dos not let you copy your metahuman and delete the boy as the blueprint give me a bad box the model mesh no where to be seen unless i hold Ctrl + Z to go back to fix and try again still getting the same problem
@@TheSecretHideout could you explain which files we delete, please? edit - it says in red writing when you click on target(picture of magnifying glass next to it) which bluprint boxes to delete, i think but it seemed to compile succesfully
Heeeeey Feeding_Wolves!! Thank you for the kind words! Shout out...come on, that's the *_least_* I could do. This tutorial could only have been done in large part to certain techniques that _you_ shared with _me_ . I'd be a total TOOL if I didn't shout out and give credit where credit is due. I'm only doing for them what you and others like Rome615video have done for me, I'm sharing the tips, tricks and techniques that come my way. Thanks again Feeding_Wolves, cant wait to check out more of your mocap amazing tutorials and tips! Check out her channel, link in the description!
Hi, thanks for this easy to follow tutorial. If I may ask, when I try to delete the body, legs, torso, feet and hit Compile, 5:11 it would say Bad Blueprint. Would you know what step am I missing to compile successfully? Thanks for your kind attention.
is this hybrid principle possible to accomplish in reverse? I use Character Creator 4 and have been having issues with transferring my stylized characters into metahuman... but how about just taking the head from CC4 and attaching it to MH? Thoughts? great video by the way.. I am subscribing to you now
I feel like every single metahuman tutorial I try to follow fails at the beginning. When I delete the body I get errors and when I try to compile the character head disappears. (Error Component body has bound events, Bad Blueprint)
thanks for tuturial. i have only one question, what about the face animations? in this case you cant animate the face animation like smiling or talking, is there any methode to make it possible? thank you
Any reason I get this message in the Event Graph for my character: "This node is disabled and will not be called. Drag off pins to build functionality." for EventActor BeginOverlap block and Event Task block?
Awesome work! Really easy to follow and it is exactly what I was looking for! I have a question, I'm using some vr mocap plugins for another project that works entirely with metahuman skeleton system. Is there any difference between the rig that already comes with metahuman itself and the one you end up retargeting? Meaning that they have the same naming structure and so? Thank you very much!
What's up MaNeo_O! I 'm gla d you found what you were looking for! Ok, let me know what VR 😃plugin you are looking to use, maybe I can do some R&D? I would like to see for myself. Is there a difference between the MH Skeleton System and the UE Skeleton system? The short answer is: Hell YES! 😆 The MH Skeleton is *_super_* complex with and has _soooo_ many extra bones in the torso (spine and shoulder) and of course in the face. Hence the ability to use the Live Link plugin to be able to animate the face. In comparison the Epic Skeleton seem really stripped down and simple. Having said that, what we have here is a "hybrid" Metahuman. We can retarget any of the animations found in the Marketplace to the Hybrid MetaHuman with ease. Just a couple of clicks (4 to be exact, I just checked 😃)and you can retarget animation to your Hybrid Metahuman. Turn on LiveLink and you can animate the face! *Tutorial on that coming soon* The naming convention between the two is different as well the set up, each part of the MH has it's own skeleton, yes, each part...the head, the torso, the legs etc. So, I would do is this: Migrate your Metahuman to a new project and do some tests with the plugin in that project. I may very well work but with out the plugin name or the plugin its self, it's hard for me to say. MaNeo-O PLEASE let me know what your findings are, I would love to know the results. Also it's great to share that knowledge with the community at large. I'd bet a dollar that if You want to know and I want to know...there has to be at least a handful of other people out there that wants to know! Good luck and come back and share your findings! ps. You're VERY welcome.
Hiya Marius, do I think it is possible with a character downloaded from Mixamo or Do I think it is possible with a character that you upload to Mixamo, auto rig and apply animation to? Hmmm....if I'm being honest I haven't tried either of the scenarios so I can't say if it will work as intended. That said, I can't see why you couldn't chop the head off of a Mixamo Character and add the Metahuman head to the Mixamo body. You would probably have to use Mixamo animation on the Mixamo body unless you did some retargeting. Id be interested to see if it works. I'll try it next week and let you know if it works. It it does, I'll probably end up making a tutorial.
@@TheSecretHideout hey I am talking about a character directly from the mixamo. I am pretty new to all this animation stuff but gonna try it tomorrow again. There are a couple of tutorials about uploading your own character to mixamo and then use the metahuman head. But didn't found one that shows how to retarged the mixamo rig exactly and use the head. Would be awesome to see what you achieve. Cheers
@@TheSecretHideout i tried it now with a marketplace character, it works more or less with the mco starter package, but i cant retarget other animations from marketplace do you know why ?
First of all,great tut,really specific in the little details,but i'm currently using ue5.0,i use the same method as yours,but the head is no following the body animation,the head is slightly offseting from the newly attached body,is there something i missed in your tut?
thank you so much for the Tutorial, I have a problem when I click on the simulate( I have cloth simulation which is connected to the spine 2) the position of the meta head changes! the head is also connected to the same bone( spine 2) it works with the animation in the sequencer but when I click the simulate button then the position of the head changes, can you pls help me?
Whoa 😮. That sound messed up. @SamuraiStrange, Sorry man, I wasn't ignoring you I wasn't getting alerts. I just saw all these comments tonight. I wouldn't leave you hanging like that on purpose. Are you good now?! Give me an update pls!
I just make an invisible material and add that material to the donor body. Then attach metahuman head. Then use facial animator to make the necessary face/head movement to fit the occasion.
What if I have created my own Cyberpunk Suit and want to give same meta human Skelton and metahuman head ? Do you have tutorial on it ? 🙂 and if will be on UE 5 than so much thanks
Thanks for this video! Just curious, why did you parent the head+body in-level, as opposed to combining them in the character blueprint, and then dropping that BP in scene?
this is a great tutorial, thank you! I have a problem though. How can you make him playable? I can stitch his head onto a new body that has the unreal skeleton but when I make him the playable character he loses his head. What did I miss?
Hey bro can u make a video on how to attach a metahuman head to another human body ( like with diffrent body with more muscles and details ) pls pls pls
NO YOU ARE!! I will try and do more. For the time being we are trying to get out LED Wall up and running! Once it's up and running I'll try and do some more tutorials!
tutorial: can't delete "body" of your metahuman? Is error appearing? Well you can tell me thank you, because I found solution:
1. Delete Body
2. Press 3 vertical dots right to "Compile" button and turn ON "Jump to Error Node"
3. Press "Compile". you will jump to the node where error appeared. DELETE that node!
4. Repeat step 3 until you delete all error nodes (it is around 4-5 of them)
5. Compile and Save. Congrats you are done!
Thank you 😊
The hero
the ue5 now dos not let you copy your metahuman and delete the boy as the blueprint give me a bad box the model mesh no where to be seen unless i hold Ctrl + Z to go back to fix and try again still getting the same problem
You have to do some deleting in the animation BP
@@TheSecretHideout could you explain which files we delete, please? edit - it says in red writing when you click on target(picture of magnifying glass next to it) which bluprint boxes to delete, i think but it seemed to compile succesfully
Awesome video! Much needed for the Unreal / Metahumans community of creators! And thank you so much for the shoutout!
Heeeeey Feeding_Wolves!! Thank you for the kind words! Shout out...come on, that's the *_least_* I could do. This tutorial could only have been done in large part to certain techniques that _you_ shared with _me_ . I'd be a total TOOL if I didn't shout out and give credit where credit is due. I'm only doing for them what you and others like Rome615video have done for me, I'm sharing the tips, tricks and techniques that come my way. Thanks again Feeding_Wolves, cant wait to check out more of your mocap amazing tutorials and tips!
Check out her channel, link in the description!
The best tutorial BY FAR on body swap. Now it all makes sense :)
Oh wow...Thank You Simon! That makes it all worth it!
this tutorial is breath taking
"NO, YOU'RE BREATH TAKING!"
@A-fxs It is.
wow one of the best style of tutorials on the interenet love it! easy to follow along
Wow, thank you so much!
Hi, thanks for this easy to follow tutorial. If I may ask, when I try to delete the body, legs, torso, feet and hit Compile, 5:11 it would say Bad Blueprint. Would you know what step am I missing to compile successfully? Thanks for your kind attention.
Yes, I got that too...I should make a tutorial on how to do it. I'll do it this week. Probably over the weekend!
@A-fxs I'll do a tutorial over the weekend!
if you scroll down i found a possible solution
I'am facing the same problem T-T
I'm 2 years late lol but you don't need to delete it, just toggle "visible" off for each body part
Love the evil laugh at 1:13
"Thank you...Thank you very much!"
@@TheSecretHideout ahah
I'm using UE 5.0 so ( Set up rig > Select Rig > Humanoid ) isn't there. is there a work around?
Excellent. I'm looking to do the whole thing in blender and this tut gave me a great starting point
Awesometacular! Great job, thank you so much.
YOU'RE Awsometacular(?)!!!
you're super welcome!
Great tutorial. Well done Jet.
Thank you sir! I appreciate it Scott.
I tried it on 5.2. I got a message when deleting the Metahuman body " If you delete it then those nodes will become invalid".
just delete all the event nodes related to the body
I was waiting for a jumping and move example hahaha I want use this for my game at least for some parts and cinematics, would you think it will work?
oh dear lord i love ur laugh at 1:19 lmao
is this hybrid principle possible to accomplish in reverse? I use Character Creator 4 and have been having issues with transferring my stylized characters into metahuman... but how about just taking the head from CC4 and attaching it to MH? Thoughts?
great video by the way.. I am subscribing to you now
I feel like every single metahuman tutorial I try to follow fails at the beginning. When I delete the body I get errors and when I try to compile the character head disappears. (Error Component body has bound events, Bad Blueprint)
Great the way you teach this, really enjoy it !
Cant you do it without deleting the head bone? I want to use it with advanced locomorion5
When i delete the body it gives me an error with the plugin, did something changed in how metahumans work?
YOU'RE ARE A LEGEND!! thank you
Umm....No, I think Youuuuu're the Legendary One!
thanks for tuturial. i have only one question, what about the face animations? in this case you cant animate the face animation like smiling or talking, is there any methode to make it possible? thank you
I'll make a tutorial REALLY soon...but this is what it would look like
ua-cam.com/video/l6VHCLbcFBI/v-deo.html
Any reason I get this message in the Event Graph for my character: "This node is disabled and will not be called. Drag off pins to build functionality." for EventActor BeginOverlap block and Event Task block?
also the hair didn't show up on my model...when i open it up in Unreal Third Person project.
best tutorial, I found thi is.
Awesome work! Really easy to follow and it is exactly what I was looking for! I have a question, I'm using some vr mocap plugins for another project that works entirely with metahuman skeleton system. Is there any difference between the rig that already comes with metahuman itself and the one you end up retargeting? Meaning that they have the same naming structure and so?
Thank you very much!
What's up MaNeo_O! I 'm gla d you found what you were looking for! Ok, let me know what VR 😃plugin you are looking to use, maybe I can do some R&D? I would like to see for myself. Is there a difference between the MH Skeleton System and the UE Skeleton system? The short answer is: Hell YES! 😆
The MH Skeleton is *_super_* complex with and has _soooo_ many extra bones in the torso (spine and shoulder) and of course in the face. Hence the ability to use the Live Link plugin to be able to animate the face. In comparison the Epic Skeleton seem really stripped down and simple. Having said that, what we have here is a "hybrid" Metahuman. We can retarget any of the animations found in the Marketplace to the Hybrid MetaHuman with ease. Just a couple of clicks (4 to be exact, I just checked 😃)and you can retarget animation to your Hybrid Metahuman. Turn on LiveLink and you can animate the face! *Tutorial on that coming soon*
The naming convention between the two is different as well the set up, each part of the MH has it's own skeleton, yes, each part...the head, the torso, the legs etc. So, I would do is this: Migrate your Metahuman to a new project and do some tests with the plugin in that project. I may very well work but with out the plugin name or the plugin its self, it's hard for me to say. MaNeo-O PLEASE let me know what your findings are, I would love to know the results. Also it's great to share that knowledge with the community at large. I'd bet a dollar that if You want to know and I want to know...there has to be at least a handful of other people out there that wants to know! Good luck and come back and share your findings! ps. You're VERY welcome.
do you think its possible with a mixamo body ? just tried it i am not shure if it didnt work properly because of me or because it doesnt work together
Hiya Marius, do I think it is possible with a character downloaded from Mixamo or Do I think it is possible with a character that you upload to Mixamo, auto rig and apply animation to?
Hmmm....if I'm being honest I haven't tried either of the scenarios so I can't say if it will work as intended. That said, I can't see why you couldn't chop the head off of a Mixamo Character and add the Metahuman head to the Mixamo body. You would probably have to use Mixamo animation on the Mixamo body unless you did some retargeting. Id be interested to see if it works. I'll try it next week and let you know if it works. It it does, I'll probably end up making a tutorial.
@@TheSecretHideout hey I am talking about a character directly from the mixamo. I am pretty new to all this animation stuff but gonna try it tomorrow again. There are a couple of tutorials about uploading your own character to mixamo and then use the metahuman head. But didn't found one that shows how to retarged the mixamo rig exactly and use the head. Would be awesome to see what you achieve. Cheers
@@TheSecretHideout i tried it now with a marketplace character, it works more or less with the mco starter package, but i cant retarget other animations from marketplace do you know why ?
First of all,great tut,really specific in the little details,but i'm currently using ue5.0,i use the same method as yours,but the head is no following the body animation,the head is slightly offseting from the newly attached body,is there something i missed in your tut?
thank you
You are super welcome!
great tutorial !!!!!!
THANK you sir!
does it work with UE 5.1?
thank you so much for the Tutorial, I have a problem when I click on the simulate( I have cloth simulation which is connected to the spine 2) the position of the meta head changes! the head is also connected to the same bone( spine 2) it works with the animation in the sequencer but when I click the simulate button then the position of the head changes, can you pls help me?
Whoa 😮. That sound messed up. @SamuraiStrange, Sorry man, I wasn't ignoring you I wasn't getting alerts. I just saw all these comments tonight. I wouldn't leave you hanging like that on purpose. Are you good now?!
Give me an update pls!
GOOD JOB!
Thank you my friend!
WOAH
Nice Keanu Reeves impersonation!
I like his hairstyle. Can that also be imported/attached to the metahuman?
If I'm being honest...I don't know! Worth a shot.
Please please please make updated video in Unreal 5
I just make an invisible material and add that material to the donor body. Then attach metahuman head. Then use facial animator to make the necessary face/head movement to fit the occasion.
It still renders a mesh under the hood, which is not great
What if I have created my own Cyberpunk Suit and want to give same meta human Skelton and metahuman head ? Do you have tutorial on it ? 🙂 and if will be on UE 5 than so much thanks
Thanks for this video! Just curious, why did you parent the head+body in-level, as opposed to combining them in the character blueprint, and then dropping that BP in scene?
this is a great tutorial, thank you!
I have a problem though. How can you make him playable? I can stitch his head onto a new body that has the unreal skeleton but when I make him the playable character he loses his head. What did I miss?
It seems that you and Samurai Strange have the same problem. Let me try and do this again really soon to see what could possibly be happening.
Dose this work in UE 5.1 Can you do it for UE5 also, pls ?
Hey bro can u make a video on how to attach a metahuman head to another human body ( like with diffrent body with more muscles and details ) pls pls pls
Great one Jet!
Thank you Cedric, long time no "see"! Hope alls well in these crazy times!👍
THANKS SOOOO MUCH!! Subbed!!
WOW Thanks for the SUB...you *_Rock My Socks_* !😜
But , what about facial rig? ai facial animation?
Nope. You use your Iphone , then you use LiveLink to connect the phone to the Metahuman and VOILA! Animated face!
Like this!
ua-cam.com/video/l6VHCLbcFBI/v-deo.html
@@TheSecretHideout Nice, thanks.
Will Metahuman's facial animation work?
Yes, Indeed. That's the BONUS Part!
You are the fucking best, please make more and more and more and more, Sincerely; me
NO YOU ARE!! I will try and do more. For the time being we are trying to get out LED Wall up and running! Once it's up and running I'll try and do some more tutorials!
GRACIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAS
Thx man ❤
What's up Jett?
Shout Out to *_Ddub_* for sharing his technique!
ua-cam.com/video/_oCS4wYGsV0/v-deo.html
does this work in ue5?