I found that you can duplicate the Face_AnimBP, and then place set Pose Asset there. In this way you avoid messing with the original metahumans and that may be better in the longer run. Though I am not sure if the Rokoko parts should only go there or if there are some other considerations....?
How do you add the neck? What if a character has a tank top t-shirt or we see part of the chest? I tried some workarounds, but nothing perfect thus far.
You may have to change the custom character, say in blender. But I also found that you can scale the other bones on the Pose Asset. That is you can re-scale all of the splines_01-05 and neck_01-02 to match your target body...... and to view the results directly on the Pose Asset you need to set the Weight to 1! This will take some trial and error.... but I find that this is way better than "masking" out the lower part of the mesh!
Is there an updated video using the very latest Unreal Engine 5.2 / 5.3, and using the very latest Metahuman update? It seems some blueprints are completely changed and this tutorial is outdated and doesn't work anymore. Can you create a new tutorial using Unreal Engine 5.2/5.3 and the very latest MetaHuman update?
Hey Mark! We do plan on adding a new video to show case the latest Metahuman soon👀. In the meantime, join our Discord as there are a lot of community members who can support you with the latest Metahuman update.🔥
So very few Help tutorials or answers.. this is frustrating.. When something changes everything messes up. Per say I watch this 5 months late but now the blueprints are totally different mesh to metahuman feature is great but can't hook the body to my rokoko. I can only move my eyes and mouth and eyebrows only.. And there is nothing on the net..! @rokoko @epicgames I hope some day someone will hear us.. So tired...
Back here again. So I've succesfully mounted heads on Paragon characters previously like in your other video. But this time, when I try to play an animation with the new body in sequencer, the head is floating around, unattached from body - even though in the blueprint, the head is mounted to the headbone in the correct position
There have been some changes to the workflow that might make this process difficult in UE 5.1 and with our updated plugin. I would recommend trying to use the retargeting workflow we've released for Unreal (using the IK Retargeter) for the Paragon body, and then parent the Metahuman head to the retargeted character. Hope that helps, and we should also have a metahuman tutorial coming out soon that will address this more directly.
When I press compile after deleting the bodyparts in the metahuman blueprint, I get an error message. Pulling in the head into the scene only shows me a 'blueprint bad' thumbnail
This blueprint (self) is not a SkeletalMeshComponent, therefore ' Target ' must have a connection. / Variable node Get uses an invalid target. It may depend on a node that is not connected to the execution chain, and got purged.
This one is our latest! UE5 Metahuman Mocap Masterclass | Body, Fingers and Face Workflow | Rokoko Motion Capture ua-cam.com/video/nYgt8Y80ak0/v-deo.html
Any updates on exporting to the UE4 skeleton heirarchy/A-pose?
Everything is OK up till 9:33 When adding a data asset there the term "SmartSUitMocapData" I do not have it... Pls someone reply..
Did you fix?
@@breakingfl Nope.. I tried with UE5 and 4.27 the same error.. So frustrating..
I found that you can duplicate the Face_AnimBP, and then place set Pose Asset there. In this way you avoid messing with the original metahumans and that may be better in the longer run.
Though I am not sure if the Rokoko parts should only go there or if there are some other considerations....?
when i drag the pose asset to the animbp it says cannot creat components from assets in a nonactor blueprint
hello is there a tutorial like the one if but export only give them rokoko to unreal?
can u show how to attach metahuman heads to human bodies i take some bugs when i try it
How do you add the neck? What if a character has a tank top t-shirt or we see part of the chest? I tried some workarounds, but nothing perfect thus far.
You may have to change the custom character, say in blender. But I also found that you can scale the other bones on the Pose Asset. That is you can re-scale all of the splines_01-05 and neck_01-02 to match your target body...... and to view the results directly on the Pose Asset you need to set the Weight to 1!
This will take some trial and error.... but I find that this is way better than "masking" out the lower part of the mesh!
I keep receiving "Bonemap override not set" for all the joints. What am I doing wrong!?
Is there an updated video using the very latest Unreal Engine 5.2 / 5.3, and using the very latest Metahuman update? It seems some blueprints are completely changed and this tutorial is outdated and doesn't work anymore. Can you create a new tutorial using Unreal Engine 5.2/5.3 and the very latest MetaHuman update?
Hey Mark! We do plan on adding a new video to show case the latest Metahuman soon👀. In the meantime, join our Discord as there are a lot of community members who can support you with the latest Metahuman update.🔥
@@RokokoMotion Hello Rokoko the files are no longer available?
i messed up somewhere and the head vanished when i deleted the body and tried to compile
Cool, it works even with latest Meathuman update? cause some blueprints are totally changed
So very few Help tutorials or answers.. this is frustrating.. When something changes everything messes up. Per say I watch this 5 months late but now the blueprints are totally different mesh to metahuman feature is great but can't hook the body to my rokoko. I can only move my eyes and mouth and eyebrows only.. And there is nothing on the net..! @rokoko @epicgames I hope some day someone will hear us.. So tired...
My smart suit data option isn’t showing up. Any reason why?
Hi Michael - Are you in 4.26?
@@RokokoMotion I received an email with help thank you.
Is it possible to export the metahuman hair to Character Creator 3?
Back here again. So I've succesfully mounted heads on Paragon characters previously like in your other video. But this time, when I try to play an animation with the new body in sequencer, the head is floating around, unattached from body - even though in the blueprint, the head is mounted to the headbone in the correct position
There have been some changes to the workflow that might make this process difficult in UE 5.1 and with our updated plugin. I would recommend trying to use the retargeting workflow we've released for Unreal (using the IK Retargeter) for the Paragon body, and then parent the Metahuman head to the retargeted character. Hope that helps, and we should also have a metahuman tutorial coming out soon that will address this more directly.
When I press compile after deleting the bodyparts in the metahuman blueprint, I get an error message. Pulling in the head into the scene only shows me a 'blueprint bad' thumbnail
I tried both ue5 and ue5.1 with the current metahumans
the error seems to be in the 'set animation instance class'
This blueprint (self) is not a SkeletalMeshComponent, therefore ' Target ' must have a connection. / Variable node Get uses an invalid target. It may depend on a node that is not connected to the execution chain, and got purged.
@@habibmensch7368 Delete the torso not the body
How to do Mrtahuman body with Custom head?
life saver
Link to an updated tutorial please?
This one is our latest! UE5 Metahuman Mocap Masterclass | Body, Fingers and Face Workflow | Rokoko Motion Capture
ua-cam.com/video/nYgt8Y80ak0/v-deo.html
THANK YOU!!!!
the link is broken
Thanks for telling us! We'll sort it out momentarily 🤓
01:45 omegalul
Rokoko not available on unreal MacOS 👎
Плохое решение
Technically speaking, would a face skeleton not be a skull? Jk jk jk