How to Replace the Mannequin with a Metahuman in Unreal Engine 5
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- Опубліковано 14 тра 2024
- Hello guys, in this quick and simple tutorial we are going to make a simple enemy AI, which will follow the player, have its own vision area, and attack when it's near the player in Unreal Engine 5.
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FOR THOSE USING 5.1 - If you open up the skeletal mesh, click on skeleton (top right (Blue icon)) then on the left there is Retarget Sources, add the metahuman body in the top one, and in the bottom the SK_mannequin you can restart without the crashes
*retarget
Will you do a video for 5.1? I broke my game trying to bring in my metahuman. it says skeltalmesh has been depracated, use component/meshasset/getskinned instead. I've come from a few years of Unity thought I'd try UE5 but omg both are bad when it comes to having billions of deprecated stuff going from old to newer versions, my poor brain lol.
@@tinman3000 The error log tells you its replacement, replace SkeletalMesh reference in the blueprints with the one it lists in the error
@@magicimaginations The error log tells you its replacement, replace SkeletalMesh reference in the blueprints with the one it lists in the error
Still crashes
i only watch 3 of your videos, unlike other channels, you always get to the point, love it, deserve a subscribe
I've tried many metahuman videos. This is the only video that actually worked well. Thanks Gorka.
for me no
Beautiful, beautiful and easy straight forward. Thx. One of the best videos I've ever wayched
on UA-cam.
Thank you so much!! I really appreciate it!! 😄
Thanks man for the great tutorial! It is really cool to manage in bringing a metahuman with such an easy way.
Also, you give clear explanation which is helpful while focusing. Really nice of you to take the time and give a hand 👌👌
Thank you!! I really appreciate it!! I always try to make my tutorials as simple to understand and easy to follow to help all game devs out there. Thanks for watching!!
Honestly I'm really shocked how hard it is to replace basically an already existing structure - the mannequin - with an system-own character from meta humans which should have logically the same structure. I hope there will be time saving and developer friendlier solutions in the future. At least - thanks for doing that video. It would be almost impossible to find that out!!
Thanks man, yeah the process is pretty hard for a "relative" simple task. As it uses the same skeletal mesh etc
Probably because Metahuman it's a modular system and he doesn't collapse the model when exported. It's great if you wanna have the same modularity into the game, like changing clothes or hair/beard without much hassles, it simply require some bp variables and branches instead of a scripted c++ or such system.
Just speculating though, i still have to put my hands on, and i'm curious to see if there's a "overall quality" settings to make less realistic characters.
Sure, is incredible complicated regarding is the same developer doing the same stuff. But thanks for the video, is well done!
The problem is all about bones. Metahuman and the Unreal mannequins do not have the same skeleton. Rigging, meshes, and weight painting is more complicated then you would think, but still all necessary. Part of retargetting is doing the weight painting for you. I think.
It's positively fucked in the head how difficult this is.
First tutorial that has made sense. Only the second day of my journey lol. Got tired of replaying AC, Arkham, and other predator/stealth rpg's, so I thought I would make one. Definitely going to subscribe and binge your content!
You get straight to the point, no BS and it works!
Thank you man!! I really appreciate it!! I always try to make my tutorials easy-to-follow, and explain everything, so thanks again! Good luck on your journey 😀
@@GorkaGames Thank you bro! Wish you the best too!
This was so easy to follow. Thank you!
once again gorka saved my game. thank you so much. love your videos
This. Is. IT! Thank you! Thank you so much. I have spent DAYS trying to figure this out and every other thing I tried took hours and hours with no sucess! Thank you so freaking much. I'd hug you if I could lol
haha thank you so much!! I really appreciate it, I always try to make my tutorials easy-to-follow 😄
Thank you! I really love your lessons. Hope I can have enough time to study it. :)
THANK YOU! I was using a different method to do this, but the portion about changing the full body IK root from pelvis to animation_root was the issue I was having!
your welcome!! Im glad I could help!
i cant find the animation root i control rig.please help
Awesome easy to follow video, saved me so much time thank you
Thank you, im glad I could help!!
Perfect tutorial, thank you so much!
Thanks a lot men!! This is first video I saw and my first attempt to make something like this and it helped me a lot!! Only problem was I had from UE4 mannequin so I had to migrate it from new made project to my old work but everything works fine!!!!
Amazing. Thanks for your helpful tutorials.
This saved my bacon for Global Game Jam 2024 (in progress now) . Thank you!!
Great tutorial! Thanks. I liked and Subscribed.
thanks!!!! I really appreciate it!!
Oh man Unreal Engine 5 really makes it easy to create good looking games!
Yeah! It is crazy all the tools that it has to make our games better and easier
GREAT Video, had it work first try
Bom dia! Parabéns, você foi o único que resolveu o problema de crash. Obrigado!
Thank you! I'm glad you found it helpful!
A tip for those struggling to align the mesh. Before you start adding/replacing Skeletal Meshes. Remove the ABP (Animation Blueprint) from the Manny/Quinn model. And then import your metahuman skeletal meshes in then and align it to the un-animated Manny/Quinn model.
You can easily go down a rabbit hole by trying to line-up your un-animated mesh. To an animated torso because when you replace the Manny/Quinn model, it automatically inherits the default animation blueprints pose and position.
Excellent tutorial, thanks so much!
Thank you for watching!!
Cool stuff bro. I would like to learn about adding accessories for e.g., turban or long beard to the meta human character. This will be helpful for designers who make storylines for all types of regions
thanks! yeah absolutely I can make a tutorial on that. The thing is that with Metahumans is always tricky to add clothing layers on top, but it is achiavable of course!
@@GorkaGames would love to see that as well
Nice tutorial! You might want to call the animation from the event graph, linking your skeletal meshes to a set master pose component node instead of just linking an anim blueprint in the anim class section, it can cause desync between the different parts of the body
Thank you!! Yeah good tip! I actually didnt think about it
Can you explain how to do it?
Fellow noob here, would also love an explanation
@@Fabi_1987 Figured it out! Just go into the blueprint for your character and open the construction script. Add a Set Master Pose Component node.
For the New Master Bone Component, drag and drop your main Mesh that everything else is attached to. Then for the Target, attach the face, torso, feet, and legs. The rest of the face features are already attached to the face and should be fine. Hope this helps!
damn... why I didn't read this comment... I spent all day to get this solution on my own...
thx, bro! This video material is realy useful for everybody!
I love you bro. perfect explain!
Great tutorial! Thanks a lot ;)
As always nice tut!
Thx for best tutorial!!! Really helpful!
Im glad you found it helpful!! Thank you!
work like magic!
thank you very much!
Thank you!!
7:30 for me, changing from pelvis to animation_root will break the feet IK positioning completely (basically doing nothing) but with pelvis the feet are fixed to the ground
finally someone did it!! thanks i learnt what i wanted
my pleasure!
I've been following your rpg series, and decided to use a metahuman as the character. I'm using UE5.1 and everything was working perfectly until i tried to mantle and vault, then the legs and feet mess up, is there any fix to this?
This is an amazing tutorial and I've been religiously watching and learning from your channel! The only thing I'm wondering about is how one might fix the clipping of the body through the clothing 🤔
Would you have to deal with the physics collision asset and cloth weight painting to get rid of the clothing penetration?
yeah the clothing penetration is something that is happening when you combine full animations with a metahuman, and you could just increse the torso`s scale slightly to hide the effect. However the right way can be to custom mesh paint the inside shoulder. Because using a physics collision could cause lots of artifacts if its not done properly, but give it a go!
Sick bro!
Just a side note each MetaHuman character you download is roughly around 1 gb of space on your harddrive
Thanks man!!
Oh great info!! They definitely fill up all my disk in 2 mins 🤣
Thank you super helpful. How to fix the cloth clipping in some of the animations? It also seen in your video at the shoulders sometimes
Thanks, I am full with joy that I can create my first character!
Great!! Im glad that I could help you!!
@@GorkaGames I have a problem, after I created package project and play it, the hair is not present. My character went bald.
@@gr4j0m3r Haha, it probably is an issue about the loss in the player`s grooms, so the hair doesn't appear. Thios usually happens when you don have the Grooms plugin installed, so make sure you have it installed.
hi, great tutorial as always bro,i was just wondering if i want add random "Random Idle poses" like one of your tutorials, should i add it the mannequin animBP or i should create a new one for my metahuman.
UP UP !! it was so easy !!!! thx mat !!
thank you for watching!!!
thanks. worked great. pretty simple. replace this, copy and paste that and bam! there i am running around on my screen. lol
Hi, thanks for the nice video!
But i got one question, i have some animations that were originally designed for the ue4 mannequinn and i've now managed to retarget to the ue5 mannequinn and they work flawless except that the clothes (shirt and pants) of my metahuman stay in-place during the animation. The feet, head, arms and legs from the metahuman follow the animation. The clothing also seems to work fine for any standard animation like walking, jumping etc. Do you have any idea on what might cause the shirt and pants to stay in place during my retargeted animations?
same question
Thank you for great tutorial!
you're welcome!! 😀
@@GorkaGames btw, I was wondering you might made little mistake at 5:53? the upper part of the character's arm seems penetrated the shirt because you chose 'ABP_quinn' for anim class which is female class. I'm still beginner so I might be mistaken too lol but I hope it helps. Thanks again.
@@user-g1park you are actually right, however I have just tested it by changing the "Anim Class BP" to Manny (which is the male Mannequin) and this glitch still occurs. What I think is that the skeleton of the default mannequin might not suit well the specific metahuman that I chose. But a thing that you can do if this also happens to you is to increse slightly the "Torso" scale to hide this, but maybe with a diferent Metahuman this will not happen.. If I do find more info on this I will tell you. If you have any more questions please ask me!! 😀
@@GorkaGames Wow that's very detailed feedback! Thanks the info and keep up the good work!
@@user-g1park Thanks, I will!
Its work in 5.2, Thank you for tutorial.
Thank you for your video, this tutorial is much simpler than many of the same type, and the operation is very strong. I have a problem after following your tutorial, after replacing the default robot, my character's head and body cannot be connected, they are separated. Also, the animation only works when I set the animation blueprint to "ABP_Quinn". Do you know whats going on?
Dope video thanks
Hi, I watched this.If I follow your steps, can I switch out the 3rd person character with my game ready rig? Not the Metahuman. I believe I heard you say I could. Is there any other problems I need to be aware of?
Looks awesome. Only thing I see is his arms (biceps) clipping through the t-shirt a little bit when he runs. I wonder how to fix it? As well, you should do a tutorial on how to change his animations! Love your style of your tutorial. Very easy to follow and nice voice! Thank you!
Thank you man!! I really appreciate it! Yeah so because the metahuman is built from different body parts, the t-shirt could be clipping around sometimes. A good fix is to increase slightly the characters t-shirt, so that it stops clipping through, however it can be challenging to end up with a good result. So another way to avoid the shoulders clipping through is by mesh painting the inner skin of the character (but it isnt the most ideal one). And lastly is by changing the animations so that the arms are more separate from the Metahumans body. So yeah I will be doing a tutorial soon about changing his animations! Thanks a lot!
@@GorkaGames how to fix clipping arms through the t-shirt: Open Skeletal Mesh and change "Post process anim blueprint" to "ABP Quinn".
@@Dante190884 Almost there, the tshirt's arms are working correctly but not the neck
it worked like a charm for me.
7:03 that got me can't stop laughing
Great tutorial. Any idea why my original blueprint character has no issues but with the 3rd person blueprint, I run into the clothing penetration problem?
I disabled the post-process blueprint in the torso and mesh, which seemed to have fixed the problem. Occasional clipping but nothing like the original. Thanks, @RevolutionMusic!
Check this box -> Disable Post Process Blueprint(Above Anim Class)
Wow thanks. Great work. One question - what's about eyebrows? My bro looks like he stood a bit to close to a fireplace
I followed a technique from another tutorial first, but that didn't work for me at all in 5.1.1; this one actually worked without errors and crashes.
what>? how did you make it work... I dont see the settings he uses in this tutorial
Thanks a lot, it worked well!
I can say that now I know kung fu
Hey, all is works like you in my project except when my character roll ! Only the head did the animation, the rest of body continue to walk/run ! any idea to fix that ? thanks...
""Works only for 5.0.3, not for 5.1""
Hey Gorka, Thanks a lot. Really helped.
thank you, I`m glad it helped! In 5.1 does it crashes?
@@GorkaGames it crashes at 2:28 for me when i´m using 5.1
@@GorkaGames yeah every time we assign skeleton it crashes ..
@@marmak256 New update UE5.1.1 Solve the this
any help for when the hair stays static and doesn't follow? I am using my ABP_RPGCharacter instead of ABP_quinn for the anim class. I added the control rig to the ABP_RPGCharacter and was able to get all of my animations to work. I tried this on a 3rd person blank project and got the hair to work fine after changing the LOD, but for some reason its not working with the ABP_RPGCharacter
solved, for some reason i didn't have my binding asset under BP_ThirdPersonCharacter->Face->Hair->[Details]->Groom->binding asset
Great video! Thank you! Do you know how to fix the clothing overlapping with the body? T-shirt with arms in your case...?
thank u so much ❤
Whenever I try to assign SK_mannequin to the torso, first, it doesn't find the file, second, when I manually search for it and assign the skeleton, Unreal Engine 5.2 crashes.
mate how would I animate this character now exactly from the last point in the video where we have setup-ed eveything perfectly? for example I need 5m walk, head movements etc
the skins are coming out of skin while jumping is there any solution?? i am using unreal engine 5.2
Thank you. That was quick.
Something didn't click for Epic. They can't make their products (UE and MH) compatible out of the box for some reason.
Thank you for watching! Yeah, they should make the integration easier..
you are the best bro, i love you
thank you!! 😄 haha
Thank you very much!
So Gorka would you still use this method or use retargetting wth UE 5.2?
Hello, i followed your tutorial completely and everything works as expected. However, my sound effects that I added within the animations are now happening 4 times at once because they are on the skeleton. Any way to make the sound effects only happen 1 time when they happen in the animation?
Thank you so much! Is it possible to migrate these folders to another project? Or do we need to do this every time we need metahumans on different projects?
Yeah you can migrate the Metahuman and blueprint folders into other projects, by just right clicking on the folders, goign into asset actions, click on migrate, select ok with all the dependencies, and just navigate into your new project`s content folder. 😄
@@GorkaGames got it! Thank you so much 🙏🙏
Hi, great tutorial, but I noticed that the character's arms are molded through the clothes (the model of the arms goes through the model of the clothes), how can I fix this?
It's very tricky and labor! I'll continue with Daz3d characters until Epic makes this simpler.
Yeah! It is still pretty tricky to implement it, I hope that soon Epic will make the integration easier.
How are you supposed to rotate the mesh and line it up? I've tried the rotate button option but doesnt lineup as well
There should be a better way.
Right now this is one of the simplest and easiest ways to do it without any sort of retargeting
Welcome to game development 😂
Im new to game engines so I wonder:
what if I have my own character ( chibi, low poly character with own animations) and I wanna bring it in unreal can I change animations to my own or do I have to do this other way?
great tutorials thank you! :D
How can I fix it if only one part of the body is animated at once. Meaning only my body will be animated, and then if I assign skeleton to the clothes, only the clothes will be animated. Please anyone help, I do not understand.
good, thanks. I'm trying to learn UE5. without knowing, I'd have gathered that this would have been a one shot drag and drop exercise. The need to manually setup the whole meta human by body part was a shock. In my ignorance as a newbie, I cannot see why it isn't smart enough to do those steps automatically. Because the character profile and animation from the default mannequin is all the same. This software has layers upon layers of features and settings though, so I know it's because I'm missing something.
Yeah UE5 is a huge software that has many layers everywhere. Yeah, I also hope that in the future they make easier the integration from the Metahuman to the Mannequin, but let's see, thanks for watching!
@@GorkaGames Hey, I actually went through these steps earlier and got it working really well thanks for the tutorial! I had some inconsistencies with the tut - my character was basically floating in a T-pose whereas yours had the arms moving initially once you added med_unw_body - the ABP Quinn C animation class wasn't selected on mine for some reason. Also I guess more explanation on that last part where we edit the control rig of the mannequin would be cool - that bit was like entering the matrix and I am just happy it worked lol.
There's one thing I'm having issues with - under a rectangle light with distance field shadows selected, only my characters hair is casting shadows! Any idea what it is about the hair which works, while the body / legs etc aren't casting a shadow?
And one thing I'm curious about... if I want to add footsteps etc to the walking and running animations - it shows the mannequin mesh and not my metahuman - is it easy to fix that so I can watch my character in these animations instead?
I know this video is a bit older but I'm hoping someone sees this. Is there any way to fix the arms phasing through the shirt sleeves? It gets a bit annoying and I feel that it has something to do with the weightmapping of the shirt. I'm not sure if I want to take the shirt model into Maya or Blender just to fix the weightmapping and the to reimport it back into ue5.
The fix for 7:09 ... OH MAN, thanks so much. Every other intro / tut skips over that problem which happens EVERY time you go through retargeting
You're welcome man!! Yeah, the Full Body IK is a thing that you always have to be aware of when retargeting characters
How do you fix the shirt clipping through by the arms and stomach when running?
Shouldn't you be setting the individual parts to the master pose component instead of adding an animation bp to each body part?
this is such a good tutorreal
thank you!!
when changing the fullboby ik from pelvis to animation. The interactions with irregular environment stop working correctly. (like the feets overlaping with staris and other stuff) is there a way to fix it?
Same problem here.
I found a solution. In the MetaHuman blueprint (UE5 or above) you can "append" the file to the SDK_Mannequin blueprint and retarget all animations without doing the things in this tutorial (when you do it you only need to make sure u put the MH align to the mannequin and in game settings change the starting character from the mannequin to the mh)its a little bit late but tomorrow i can put with a little more detail the steps @@kazbuks
Has anyone else noticed a slight drag when you try to run in a straight line? I've tried playing around with the rotation of the mesh but I don't think it's that and I'm not sure what's causing it.
nice tutorial
🙂
Thanks!!
This would be great if it worked, guess I'll just do the old retarget way. It's not to bad but a short cut would be great.
If I want to make selectable characters using both MetaHuman, what should I do?
cool tut, how do you add armour to him for example?
thanks, there are 2 ways to do it:
1) To place separate armour pieces into each bone, like a helmet to the head etc. (this can be buggy if the armour is too complex)
2) To replace the body with another model, and then just paste the Metahuman head into that mesh (a lot of people us this option, but it can take more time..)
Hi, the tutorial is really great but i have a problem.
When I get to edit the manny, it doesn't find any "animation_root" entries
Can you tell me why?
how change the enviorment ? the walls , thanks work perfectly. excelent video tutorial i just let my metamen naked hahaha but walk fine.
Hey! So, great tutorial. I only have one doubt, the animation works perfectly, but the body kind of "outgrows" the clothin in a lot of spots in my character. Any ideas on what I could have done wrong? thanks for the help anyway!
Hey, thank you!! Yeah so unfortunately right now the Metahuman sometimes clips through its own clothing. So there are some fixing options that we can try. Firstly you could try to replace the animations with some that have more "broad" shoulder postures, or, you could make the clothing slightly bigger than its own body, so that the clipping will not go through the whole clothing. So yeah, rn we have to deal with this, but thanks for watching my tutorial!!
@@GorkaGames I think I got it! I was using the "nrw" mesh insted of the "unw" one, now it works as well as can be expected haha! Also, I was wondering if you know about anything in relation to using the metahumans "pre-made" expression in animating? I have been struggling to find any content about that other then LiveLink videos
I mean the face expressions!
@@lucamanfroi9111 Lets go!! Im gald you could manage to fix the issue!! Yeah so about Metahuman facial expression I have a simple introductory tutorial about how to make them manually inside the editor: ua-cam.com/video/gGqjMhk81Is/v-deo.html But if it is not enough for you I could do a more detailed one 😀
@@lucamanfroi9111 What do you mean? I have also that problem but i have only nrw meshes....
hi there thanks does this still works with 5.3?
How do you get the clothes to move with an animation montage?
thank you man thannnnnnnnnnnnnnnnnnksss
ty
Hey hi! Thanks for the tutorial, wondering if someone find a fresh solution to the clothes going inside the body... I fixed the arms changing to quinn´s animation BP in my metahuman's skeletal mesh but not the chest.... it s so anoying :(
I'm a newbie, and after watching this video I had the same problem but I did find a fix! If you transform the "y" location of the face from "0" to "-1" and change the scale of the torso's 'y' value to between 1.05-1.09, it will resolve this. This makes the head lower ever so slightly, while slightly increasing the hoodie's size. I found I had to mess with the scale and location for awhile, but this seems to work for me perfectly, and it does not change the overall appearance of the MetaHuman! Hope this helps!!
Can you only do this with meta human? Or can you do this with a skin from mixamo?
i did eveything but when i run the head is away from the body how i attached them ?
belterrrrrrrrrr
Thanks man for this amazing tutorial. But after doing this, foot ik was not working could you tell me how to fix it.
Thank you man!! Yeah so its not working because we deactivated it because if not the character would "ski" through the floor as he doesnt have it set up correclt. So you will have to create a new control rig, and asign the new IK points into the end of the foot.
@@GorkaGames thank you so much for this