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
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.
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!!
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.
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.
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!
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
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.
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?
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 😀
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?
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
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
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
@@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!
Great video! If anyone else is a newbie and had the same problem I did (skin clipping through clothes when running) I have a quick fix! If you move the face's 'y' value from 0 to -1 for location, and then change the torso's body scale's 'y' value from 0 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 had to mess around with the values for awhile to make it perfect, but I think this is an easy fix. :)
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
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!
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.
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...
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!!
question? - My mesh (hands and feet) appear black at distance unless i zoom in. im assuming it has to do with LOD but i dont know how to change it to fix it?
@@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.
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.
I tried this method but when I added a dodge roll ability to my character only the torso does the animation and the legs dont follow. How can I solve that?
Hey my metahuman ends up merged with the sk mannequin, as if the white mannequin physically fused with my character, i can see both of them when i play my level, any idea what happened? Thanks
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.
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!!
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..)
@@GorkaGames Im not sure what is different..but if you use the retargeting function in the metahuman blueprint and select your IKrig..it works flawlessly
Unreal 5.1 keeps crashing everytime i do the first step of assigning the body mesh.. :( I get this crash report error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763] Array index out of bounds: 111 from an array of size 106
@@GorkaGames oh bummer! I've just opened unreal for the first time ever and found your video which is super helpful! I hope they patch soon :D thanks for the reply x
My Unreal just crashes every time I try to merge the bones :/ Cant'f find out what the problem is. I also get an error from the blueprint section but I can't even edit it or change it.
yeah, so in the new UE 5.1 they have touched something when you assign a skeleton into a mesh and it crashes, hopefully they will launch a quick patch to fix it. and about the error, what error do you get?
So if you made your Metahuman from the Metahuman Creator page, and have it linked to the same Epic account it should appear on My Metahumans on Quixel Bridge. Make sure that you have singed in with the same Epic account, or restart the Editor, it might have bugged.
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!!!!
Everything works for me up until after you have copied and pasted into the skeletal mesh. Then once I click on each individual part and search the skeletal mesh mine does not look like yours and all of my pieces are still jacked up.
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)
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?
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 🤔
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. 😄
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!
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 hope you will respond to me very quickly. I applied all your words literally, but I encountered a problem and got stuck in the middle of the video. When I skeletonize the m_med_nrw_body file, the application exits on its own and a message appears. Please help me solve the problem.
pen up the skeletal mesh, then click on skeleton (the top right blue icon) and 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
@@GorkaGames Thank you very much from the bottom of my heart. Can you make a special video for me or is there an application for me to communicate with you and show you the pictures and you guide me to the right way because I am still new to the program
When I try to reassign the skeleton, I do not have the SK_Skeleton as an option. I do have the 3rd person game assets loaded (Manny & Quin). Is there something I'm missing?
hmm, that is strange, if you created the project from the third person template you should have the "SK_Mannequin" as an option for a skeleton when assigning it.. I might suggest making sure that it isn't being hidden, and if it still not appears then try to create a new template, and migrate the skeleton into yyour project. So, just double check and search for "SK_Mannequin" 😀
@@GorkaGames - I set up a brand new blank 3rd person game project and added my metahuman to it. There is no "SK_Mannequin" option when I try to assign the skeleton. I am using UE 5.0.3
@@GorkaGames - I figured it out. I am using a 4K monitor, and I reset the Widget Reflector to 1.6 - which makes the text bigger in the widget menus, etc (I am 60 years old and can't read the small type). It was making the text so big, it made it appear to only have one option when there were several. It was my fault! I set it back to 1 and I now see them. Sorry to have bothered you! The tutorial is great!
@@NostromoVA Im glad you could find the issue! Yeah sometimes the text inside the engine can mess up if you have different font sizes. Thanks for your support!
I keep getting "Failed to merge bones, gernerating data will invalidate any animation data linked to this asset", when I try to assign a meta human skeleton to the ue5 mannequin
Check out MY NEW Unreal COURSE with GameDev.tv ➡bit.ly/UE5_StealthCourse_GameDevTv_GorkaGames
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
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.
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
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
helped me out so much, even 2 years later on UE5.5! 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
finally got the courage to follow this tutorial, was ezpz lemon squeezy, thankssss !!
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!
This saved my bacon for Global Game Jam 2024 (in progress now) . Thank you!!
once again gorka saved my game. thank you so much. love your videos
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!! 😄
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 😂
"of course we have to do one more thing" 1 min later "we have to do one more thing"
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 😄
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.
Hey why u don't use ue5.1 current? Its confusing then previous or something?
I currently use 5.1, but this video was published some months ago..
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?
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!
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
@@johnpliskin8925 Please give more detail, 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
I do not see the SK skeleton, is there something i am suppose to do before this?
Make sure that you have scrolled down on the panel, it might be hidden
How do I stop the atifacts around the characters body when I move?
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...
thanks. worked great. pretty simple. replace this, copy and paste that and bam! there i am running around on my screen. lol
This was so easy to follow. Thank you!
i did eveything but when i run the head is away from the body how i attached them ?
Wow thanks. Great work. One question - what's about eyebrows? My bro looks like he stood a bit to close to a fireplace
Great video! If anyone else is a newbie and had the same problem I did (skin clipping through clothes when running) I have a quick fix!
If you move the face's 'y' value from 0 to -1 for location, and then change the torso's body scale's 'y' value from 0 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 had to mess around with the values for awhile to make it perfect, but I think this is an easy fix. :)
legend, had the same problem...tried just scaling torso but it was not enough, doing the head location change solved it
Awesome easy to follow video, saved me so much time thank you
Thank you, im glad I could help!!
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
Is this still the same with 5.2?
Excellent video. Helped me a lot thank you.
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 tutorial, and will this work with all blueprints made for Mannequin?
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 🤣
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.
Unreal engine crashes whenever i make a skeleton. Any fix?
in which version are you?
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...
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!!
How are you supposed to rotate the mesh and line it up? I've tried the rotate button option but doesnt lineup as well
Works for Unreal 5.4.4 And by any chance does somebody know how to get rid of the clothes clipping?
question? - My mesh (hands and feet) appear black at distance unless i zoom in. im assuming it has to do with LOD but i dont know how to change it to fix it?
yeah I guess it`s due to the LOD`s. In here: 8:23 I get the LODS sync and then force it to always be on -1, so do the same
Amazing. Thanks for your helpful tutorials.
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.
Thank you! I really love your lessons. Hope I can have enough time to study it. :)
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
I tried this method but when I added a dodge roll ability to my character only the torso does the animation and the legs dont follow. How can I solve that?
I was able to fix it! Nevermind
Hey my metahuman ends up merged with the sk mannequin, as if the white mannequin physically fused with my character, i can see both of them when i play my level, any idea what happened? Thanks
finally someone did it!! thanks i learnt what i wanted
my pleasure!
GREAT Video, had it work first try
How can i fix the arm not always "slipping" over the tshirt during the animations? :)
Its work in 5.2, Thank you for tutorial.
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.
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!!
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..)
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
maybe its me but every character i do never does animation coppied his blueprints and all stuck in a T pose please sum1 help
Can you only do this with meta human? Or can you do this with a skin from mixamo?
Were you able get the shirt to stop clipping the arms?
I actually havn`t tested it much, but I chnaged the animations to ones that had the shoulders a bit wider, and it seemed to do the trick 😄
@@GorkaGames Im not sure what is different..but if you use the retargeting function in the metahuman blueprint and select your IKrig..it works flawlessly
@@unrealengine5-storm713 Oh, thats great to know! Thanks
Unreal 5.1 keeps crashing everytime i do the first step of assigning the body mesh.. :(
I get this crash report error:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763] Array index out of bounds: 111 from an array of size 106
Yeah, there`s something new in 5.1 that crashes the editor when assigning a skeleton into a mesh. Hopefully they will launch a quick patch to fix it
@@GorkaGames oh bummer! I've just opened unreal for the first time ever and found your video which is super helpful! I hope they patch soon :D thanks for the reply x
Crashing in 5.1 for me as well.
UP UP !! it was so easy !!!! thx mat !!
thank you for watching!!!
My Unreal just crashes every time I try to merge the bones :/ Cant'f find out what the problem is. I also get an error from the blueprint section but I can't even edit it or change it.
yeah, so in the new UE 5.1 they have touched something when you assign a skeleton into a mesh and it crashes, hopefully they will launch a quick patch to fix it. and about the error, what error do you get?
Do you know how to import my custom metahuman? doesnt seem to work from quixel bridge like the already made one do, thanks
So if you made your Metahuman from the Metahuman Creator page, and have it linked to the same Epic account it should appear on My Metahumans on Quixel Bridge. Make sure that you have singed in with the same Epic account, or restart the Editor, it might have bugged.
@@GorkaGames thank you mate
hi there thanks does this still works with 5.3?
Can we apply dismemberment to metahumans?
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!!!!
ahhhggg This Updates... it says An UnrealbProcess Has Crashed"" Mann What Should i do now.. May be wait for the next update 🤷♂️ or use previous 5.03
What about skin going through clothing?
Bom dia! Parabéns, você foi o único que resolveu o problema de crash. Obrigado!
Thank you! I'm glad you found it helpful!
Everything works for me up until after you have copied and pasted into the skeletal mesh. Then once I click on each individual part and search the skeletal mesh mine does not look like yours and all of my pieces are still jacked up.
thx, bro! This video material is realy useful for everybody!
If I want to make selectable characters using both MetaHuman, what should I do?
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)
try to follow step by step but i arrived at 08:00 and idk ledsync dont even show at mine .. my caracther has its parts separated and idk why
this is such a good tutorreal
thank you!!
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
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?
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 🤔
Thx for best tutorial!!! Really helpful!
Im glad you found it helpful!! Thank you!
7:03 that got me can't stop laughing
do you have the project file for download? Just the one where the Metahuman is already setup and ready to go?
I currently dont have the project file available as a download. However I am thinking on puting it as a github repo
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
Try scale shirt t-shirt or top Clothing or dress.
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 🙏🙏
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
Great tutorial! Thanks. I liked and Subscribed.
thanks!!!! I really appreciate it!!
How do you fix the arms and shirt from cliping?
How do you get the clothes to move with an animation montage?
So Gorka would you still use this method or use retargetting wth UE 5.2?
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?
the skins are coming out of skin while jumping is there any solution?? i am using unreal engine 5.2
I hope you will respond to me very quickly. I applied all your words literally, but I encountered a problem and got stuck in the middle of the video. When I skeletonize the m_med_nrw_body file, the application exits on its own and a message appears. Please help me solve the problem.
pen up the skeletal mesh, then click on skeleton (the top right blue icon) and 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
@@GorkaGames Thank you very much from the bottom of my heart. Can you make a special video for me or is there an application for me to communicate with you and show you the pictures and you guide me to the right way because I am still new to the program
When I try to reassign the skeleton, I do not have the SK_Skeleton as an option. I do have the 3rd person game assets loaded (Manny & Quin). Is there something I'm missing?
hmm, that is strange, if you created the project from the third person template you should have the "SK_Mannequin" as an option for a skeleton when assigning it.. I might suggest making sure that it isn't being hidden, and if it still not appears then try to create a new template, and migrate the skeleton into yyour project. So, just double check and search for "SK_Mannequin" 😀
@@GorkaGames - I set up a brand new blank 3rd person game project and added my metahuman to it. There is no "SK_Mannequin" option when I try to assign the skeleton. I am using UE 5.0.3
@@NostromoVA hmm, could you send me a screenshot? by twitter would be ok
@@GorkaGames - I figured it out. I am using a 4K monitor, and I reset the Widget Reflector to 1.6 - which makes the text bigger in the widget menus, etc (I am 60 years old and can't read the small type). It was making the text so big, it made it appear to only have one option when there were several. It was my fault! I set it back to 1 and I now see them. Sorry to have bothered you! The tutorial is great!
@@NostromoVA Im glad you could find the issue! Yeah sometimes the text inside the engine can mess up if you have different font sizes. Thanks for your support!
I am getting two characters when I play. I guess its a duplicate. How do I remove the double character?
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..
I keep getting "Failed to merge bones, gernerating data will invalidate any animation data linked to this asset", when I try to assign a meta human skeleton to the ue5 mannequin
Can u make a tutorial how to do this for a tpose character
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.
for some reason my character doesn't walk but slides on the floor, how can I fix the error, please tell me