METAHUMAN ANIMATOR UNREAL 5.2 (Introduction to get you started)

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  • Опубліковано 13 вер 2024
  • This tutorial will help people new to Unreal, Metahumans and Metahuman Animator to get up and going fast. This was designed to get people new to MH Animator to get up and running quickly.
    More advanced tutorial using metahuman animator will come soon including how to cleanup and get the animation your looking for, Tweaking and baking the animations out and adding them to any metahuman in your scene:)
    Hope this helps a bit and thanks for watching:)

КОМЕНТАРІ • 35

  • @ashleymathew87
    @ashleymathew87 8 місяців тому +2

    I've literally been trying to use MHA for months now and finally in 2024 this guy fixed the problem I've been having. Thank you so much, now I have to learn how to connect the head to the body and do body animations as well.

    • @imagineeverything
      @imagineeverything  8 місяців тому +1

      Am I the guy.....Am I the guy:) haha . I hope im the guy. Your welcome and this year is gonna be a big year of unreal content Im going to make a ton of stuff using metahumans etc:) Stay tuned and have a great new years:).

    • @imagineeverything
      @imagineeverything  8 місяців тому +1

      By the way I have a few on metahuman and how to animate them, face and body

    • @ashleymathew87
      @ashleymathew87 8 місяців тому +1

      @imagineeverything must check it out. Good shout you actually saved my job 🙌

  • @ladyincognitamusic
    @ladyincognitamusic Рік тому +1

    Super cool! Thanks for doing these. 🥰 Have to find some time to try it out!! 😊

    • @imagineeverything
      @imagineeverything  Рік тому

      Well you kinda do do it all:) Its amazing. Thank you Blue:)

  • @Gaamer-r9b
    @Gaamer-r9b 2 місяці тому +1

    can i keep the rig tho i want to keep it so i can fix things and better move eyes manually , maybe frozing the animation and mute then unmute rig? also the body wasnt following how to fix that pls ?

    • @imagineeverything
      @imagineeverything  2 місяці тому +1

      Sure you can mute it or even save it out to reattach later, or bake animation to the rig. In 5.4 you can use both at the same time :) I’ll do a tutorial on it :) but you can save the rig and keep adding to it. Attach it when you need etc. it’s very versatile.

    • @Gaamer-r9b
      @Gaamer-r9b 2 місяці тому +1

      @@imagineeverything thanksss

  • @pondeify
    @pondeify Рік тому +1

    thanks!

  • @blockschmidt
    @blockschmidt 6 місяців тому +1

    Hi :) I created a Metahuman with Rokoko's full body and face motion capture and cleaned the animation within that sequence. Now the problem: I have another UE project where I created the whole environment and I want to migrate my sequence (with the mesh, blueprint, cleaned face and body mocap tracks) from the Metahuman file to my other environment.
    How would you tackle this? Is there an easy way to execute this? I do not want to do all the motion cleanup again in the environment file but ideally want to migrate my Metahuman sequence from project 1 to project 2.
    Thanks! :)

    • @imagineeverything
      @imagineeverything  6 місяців тому

      Hey . Ok so this is pretty easy to do. You can literally open both projects and copy and paste from one to the other. Or you can select all your assets from one project and Migrate them to the other but what would be alot easier is just selecting your environment and copying that to your metahuman project. So when you select all your assets in the content browser just right click and youll see asset actions and in that youll see migrate. Also you can make your animations into animation clips and just export those along with your Metahuman BP. Let me know if this helps:)

    • @blockschmidt
      @blockschmidt 6 місяців тому +1

      @@imagineeverything The project with the environment is super dense with 80GB. So I definitely want to export my Metahuman project into the environment file. I think the options with the animation clip exports sound promising. I already baked the full-body animation onto the metahuman but I added an additive layer to my track to clean the mocap with IK rig options. I also got the face animation on the Metahuman created with a Metahuman animator.
      Does this still work with the idea with the animation clips? Is the animation clip method a destructive one? Or are the keyframes etc still seen like in my current sequence, hence does the sequence maintain its tracks or is the sequence then cropped into a animation clip where eg the rig cant be accessed?
      If you have Discord by any chance?

    • @imagineeverything
      @imagineeverything  6 місяців тому

      Sure just right click on the rig and bake animation to clips:) you can export them and then bake out the animation clips back as keyframes on the rig . Will work just fine :)

    • @imagineeverything
      @imagineeverything  6 місяців тому +1

      Check out my latest tutorial to see how to do that if you need it :)

    • @blockschmidt
      @blockschmidt 5 місяців тому +1

      @@imagineeverything Made it work, thank you man!
      I have a question, please...
      I downloaded my custom meta-human based on the keentools workflow ( ua-cam.com/video/z-FopfhJCL0/v-deo.html - in the video, I saw that they only use 2k textures which was weird to me) with mesh to metahuman workflow. When I want to export my Metahuman face textures, they are also 2k resolution even with my highest quality Metahuman import into my UE scene - how can I get my textures in at least 4k for the face? I selected the highest quality when importing my custom MH trough Quixel Bridge. Thank you!

  • @heyricksander
    @heyricksander 9 місяців тому

    How is this an introduction video if you start by referring to another video where you previosly did some steps?

    • @imagineeverything
      @imagineeverything  9 місяців тому

      This has to do with the animator. Totally separate to creating the human itself.

    • @612858
      @612858 6 місяців тому +1

      You mentioned you had a previous video. It would be nice to have a video where you imported the metahuman vs having a metahuman already. Thanks@@imagineeverything

    • @imagineeverything
      @imagineeverything  6 місяців тому

      @@612858 right here mate:) ua-cam.com/video/tKxCGIo3GCM/v-deo.html

  • @davidrauchmiller4858
    @davidrauchmiller4858 Рік тому +2

    I've seen you. Good call. 😆

    • @imagineeverything
      @imagineeverything  Рік тому +1

      Ha . One of the few who lived to tell the tale and not turn to stone:) hope your well big man:) what the hell you doing here in unreal ? 😂

    • @davidrauchmiller4858
      @davidrauchmiller4858 Рік тому +1

      @@imagineeverything Hell, why not?

    • @imagineeverything
      @imagineeverything  Рік тому

      We don’t take kindly to you folks Raund here 🤣😂. Nice to have you here my man :)

    • @davidrauchmiller4858
      @davidrauchmiller4858 Рік тому

      @@imagineeverything 🤣

  • @carloguayaba
    @carloguayaba Рік тому +1

    One day it will be easier to use

    • @imagineeverything
      @imagineeverything  Рік тому

      Definitely. Just time. We will have this up and running in real time:) Have a good day mate:)

  • @poochyboi
    @poochyboi Рік тому

    man i gotta start playing around with UE again...i wonder, do you know if they made any progress with making ML deformer user friendly?

    • @imagineeverything
      @imagineeverything  Рік тому

      Hey mate:) how are you? wait a minute did you change your username ???😏 ML deformer you mean machine learning deformer ? Check this out ua-cam.com/video/1U86h0X6oIg/v-deo.html. Have a great weekend mate :)

    • @poochyboi
      @poochyboi Рік тому +1

      @@imagineeverything thanks mate, yea for some reason youtube showing our account name instead of my tag name now...weird. but yea machine learning deformer is the one, im really looking forward to that feature so we get some level of volume preservation when metahumans bend their joints

    • @imagineeverything
      @imagineeverything  Рік тому

      Nice one yeah 5.2 has done some great work with this now :) have a great weekend buddy:)