Most common issue: If your head is moving and your face is not" Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER. There must only be ONE layer under face. That is your baked animation :)
as usual, ue4 is crashed and now I can’t find even a sequencer or animation at all, I already got to the part where idle animation was applied but it didn't work for me and when I tried to switch to hoodie everything fell down and now it's just an empty project
o you know by any chance how to import metahuman with the animation and everything textures, hair ect. In to a 3D Program like blender or similar to then render it there?
For anyone who is using UE 5.3.2 and has a problem with not having FACE in sequencer, I got it working this way: - In MetaHuman Performance view, do everything the same until Export Level Sequence - When you click there and you get Export settings, go all the way down to MetaHuman Tracks - Select your MetaHuman BP as Target MetaHuman Class and tick Enable MetaHuman Head Movement - Now you have your MetaHuman in Sequencer, remove the controlRig from Body - Add animation to body Done. Thanks Bad Decisions Studio for awesome tutorial!
This is exactly what I need... thank you but my editor keep crashing when I try to add the animation: Assertion failed: Pose.IsValidIndex(BoneIndex) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Public\BonePose.h] [Line: 568] anyone getting the same error??
Agent this means a lot to us man ... we really do spend countless hours re-writing our intros and main script to ensure its entertaining and clear so people can really learn something. The fact that it's working and you guys like it means a lot to us
genuinly one of if not the most thorough, well developed tutorial ive ever followed. You accounted EVERY possible error, this was fantastic. Thank you.
All worked fine for me (thank you SO much, so awesome), except once i click Disable Post Process Blueprint for the face it goes bad for me and the face animation no longer plays/works :( Any ideas?
It's amazing to see how fast this channel is growing. Super deserved work, guys! 🥳🥳 Thank you for bringing yet another quality tutorial and still supplying details and procedures that most didn't do.
I have verified this with UE 5.4.4. If you did not reflect the metahuman's neck movement despite the same settings as in the last part of the video, please try the following steps. It worked for me. Layered blend per bone in AnimBP of Face, BlendMode set to Branch Filter in the config, Bone Name to neck_01 and Blend Depth to 1 and it works perfectly.
14:00 When I Disable the Post Process Blueprint from the Face Animation, the Face Animation is gone. Anyone else the same issue? I can't merge the Face to the Body because of that issue, losing the facial capture animation when doing so. 😭Looks like 5.4 Preview breaks things, did you have already a chance to check and test? cheers
Thanks Mate, your video was, by far, the most complete and well made about metahumans. You turned something dull and tedious into something simple and freaking funny to watch. I've just subscribed. Thanks again!
You are absolutely welcome ❤️❤️ we put a lot of effort to get that exact vibe across and glad it worked out! Listen we’ve got another one coming for metahuman customisation over the next 3 weeks ❤️
@@badxstudio I can guarantee that every effort put into the videos is noticed, top notch content. I've seen several other videos from you guys and I'm sure the UA-cam algorithm will promote BDS soon... Congrats again and keep up the good work... Cheers!
thank you. Just a couple of things to make your life easier: you don't need to change the identity or bake it. Simply export the sequencer and the animation will be on the control rig. You can then apply it to any other face without any additional steps. You don't have to go through the retargeting process at all. Just export the body animation as an FBX, then import it back as a Metahuman base skeleton, and you'll have your body animation ready to go. I will have a through tutorial soon on my channel.
@@poppi3362 for the face. don't do any baking just export the animation to control rig and for the body after savin the animation don't do retargeting export the animation file as fbx and then import it while importing make sure you select metahuman base skeletal
@@Metarig export to control rig, what do you mean by that? I am able to export the animation in the performance file but where else do I apply it other than the sequencer? Maybe a short video, even if unlisted, would be easier as I am not that familiar with unreal.
Gentlemen, This video is incredible. I was totally lost when it come to metahuman animation - but you guys got me up and running like a charm. Excellent instruction.
9:07. I did an animated bake and called a facial animation to a new blue print character. No facial animation, just head movement. Do you know why? The baked animation asset has a good facial movement
amazing and so helpful, seemed like you guys just started a youtube channel. I have to say that this is reallllly interesting. keep going kings! you're so potential.
I love this tutorial and everything works perfectly, one small thing, maybe someone can help me out. After disabling the Post Process Blueprint on the face and fixing the blend shape of the head. I can't see the facial animations anymore. How can I fix that? (I am using the idle animation from the 3rd person BP) Basically the baked animation that was recorded on my iphone, the face, the mouth, all animations stop after I disable post process blueprint.
⚠ To restore neck movement in UE 5.4, go to the "BlendMask" creation section and do the following: ✅ "Neck_01" set to "1", then right-click on it and click on "Recursively Set Blends Scales to 1".
For some weird reason, i can't seem to make the head attach to the body. I've spent 2 days now trying to figure out what went wrong, and i did everything in this video.
@@badxstudio It most certainly reduced the headaches of getting the animations from the performance mesh to the metahuman. I'm pretty new to Unreal Engine and have a lot to learn...
Hey Guys. Nice Tutorial. I still have a question. When it’s all set and done and I try to tweak my facial animation by baking my face to the control rig in sequencer, the face expression freezes/ doesn’t show anymore. Any idea how to fix it?
Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER. There must only be ONE layer under face. That is your baked animation :)
It is. My eye sight is kind of messed up. So i try to bake the animation to the face Controller rig but then it freezes. Maybe because of the switch in the animation mode? „Use animation blueprint“?
Hey Guys just a heads up this tutorial is no longer working in 5.3.2. Not sure if there is a bug. But followed the steps and running into a lot of issues in the latest release of Unreal. Not sure if you have had other comments about this. And this method worked perfect in 5.3.1 but not anymore for some reason. If you guys come across a fix I would love to know.
Hey there! When it comes to the last part of your workflow I have got a big problem. When I try to get the neck movement back and I follow your steps (with blending mask and stuff) suddenly all the facial expressions are lost. Is this a known issue, do you know how to fix that? EDIT SOMEONE FOUND THE FIX: When doing the headslider do right click and click "Recursively Set Blend Scales to 1".
Dude god bles you I’ve been trying to figure out if I’d ever be able to make short funny animations and this tech is possible now and high quality now. Wow I used to draw frame by frame this is amazing you basically just have to be able to act in character. Insane!!
Bro I got a coffee ad when u said let’s get a cup of coffee 😅 I was so confused because I didn’t realize it was an ad and I thought it was part of the vid
unfortunately, nothing works, I use DEEPmotion capture data and use its animation for metahuman, and already at the stage of connecting the head and body, nothing comes out, the head and body continue to live their lives.because of this, I'm tearing up a project that my boss sold to a client and I'm desperate to be honest.
I'm having issues reproducing this in 5.3. Can't connect the head to the body. The head is a lot lower than the body. Ticking the "Disable Post Process Blueprint" and keyframing the animation mode doesn't fix it.
so i deleted the control rig for the face and the body, the body is moving and the head is, but the face isn't. the control rig layer already is removed, it still isn't working. anyone know?
thank you soo much i tried to do learn how to do this several times and it was always too confusing but this made it infinitely clearer so thankyou 🙏🙏🙏
I am experiencing an issue where "face" is not populating as a dropdown option in my sequencer to bake the facial animation and it is driving me mad. I haven't had a menu option like yours since I've started following this tut and I've done it twice now. Going to try for a third time. If anyone knows what I am doing wrong please let me know.
In 5.3 there's a new checkbox they added, during the process of exporting the MHP (MetaHuman Performance) as a Level Sequence under MetaHuman Tracks click "Target MetaHuman Class" and search for your MetaHuman BP. You'll be able to find "face" in the Level Sequence after clicking that.
@@badxstudio you guys are really doing the lords work. So precise and entertaining to watch, you nail it every time. As someone who has watched many tutorials for the last 5 years, you two are by far the best.
The last step with the Blend Mask doesn't seem to work with the latest version 5.4 Preview. After applying the Blend Mask option in the blueprint, the animation breaks. Anyone having the same issue?
Awesome tutorial..Can't get it to work on 5.4.0 though. When adding the blend mask at the end, I lose the face animation on the Metahuman character...?
Great Tutorial again, always with lots of fun and it really helps to learn new things about Unreal Engine and Metahuman. Thank you guys for this great demonstration. 😉
Hi there! I absolutely love this video, but I have one question: whenever I view my animators sequence, the head does not have a "face" setting, which does not allow me to bake the animation to the body. Does anyone know the solutions?
No solution, same problem. Version: 5.3.2-29314046+++UE5+Release-5.3 EDIT - Found a solution in another comment. Posting here for visibility : "In 5.3 there's a new checkbox they added, during the process of exporting the MHP (MetaHuman Performance) as a Level Sequence under MetaHuman Tracks click "Target MetaHuman Class" and search for your MetaHuman BP. You'll be able to find "face" in the Level Sequence after clicking that." I will note that when I did this, it created a second copy of my metahuman in the scene with the "face" dropdown and it seemed to be animated fine. Going to try and follow the rest of the tutorial.
Honestly, what you do is incredible, it helped me too much for the projects I'm doing, thank you very much and I hope you continue with this incredible content, greetings from Colombia
Ma maaaaann from Columbia!!! Glad you enjoyed it broski. Listen we are just starting out and doing thiis full time so expect LOADS of content comin at ya! If you dont mind me asking what kind of project you are working on? And also what other videos would you like to see next from us?
This is not free. It does require you to use an iPhone, and on that one, a specific series and later, those which have a 3D depth sensor / facial scanner in it. Any other smartphone is useless. Most of the people I know do not use Apple devices and thus are not willing to enter the golden cage for just this. They rather buy a true depth-camera for this purpose, even if it is has only this purpose to offer.
Indeed ! But we actually can’t complain we have an absolutely killer feature that would have cost SO MUCH more than an iPhone if we were using other technologies to do such facial animations. I personally switch to iPhone when metahuman came out. Now I use it to record body motion capture with MoveAI and MoveOne. I don’t regret it, the possibilities are endless
Oh hey It's time for me to comment my humble opinion. Fuck iPhones, fuck iOS and fuck Apple, and everyone who supports their monopoly. That wasn't very polite, sorry about that. Just slid out after this being the hundredth game changer technology only available on the iPhone which many of us don't have the money for :)
08:39 Can't seem to transfer the hair in to the new metahuman identity just created. My LOD sync is ticked, only hair shown on the original metahuman. Has anyone solved this issue? Thanks
Amazing content guys. Im doing this process tomorrow and was curious how I was gonna connect the head to the body. Thanks for the funny walk through 🎉😂❤
Hello and thank you for the great Tutorial. I have an issue baking out the faceanimation at 9:05. In my sequenzer under the performance there is no "Face" Tab. I can only find something called "Face_controlBoard_CtrlRig" where are all individual keyframes for the face parts, however, i cant bake them. does anyone have the same issue or any solution? thanks
I have the same problem. This is in Unreal 5.3.2. It seems that they've changed the setup and I'm lost as to how you should now transfer the animation.
trying to make my own open world story game with 0 experience it’s going to take years but with things like move ai and this for storyline based cutscenes will make my life a whole lot easier
@@badxstudio Yeah, 10-20 years? FFS, I and millions of others might and will be dead in 10-20 years. Things are moving extremely fast right now, and there is no reason to wait a day let alone years to see how things are "better". There is no excuse to not start making cool things right now. You can use the cloud to use a computer so you don't even have the excuse of not having a computer. Kids these days don't have a clue how easy mode they have everything! I get your point though.
9:25 - after assigning the baked face animation to the metahuman, nothing happens. The head doesn't pop off as shown and there is no face animation even though baked animation shows up in the timeline. why could this be?
Check if your baked animation sequence starts at frame 0. It could be imported outside of the time range if you pressed play or scrolled through timeline earlier. Also make sure to delete the Face rig in Sequencer before adding the Animation.
Hey, I just reproduced everything and it works with standard metahuman characters.. Great results! But if I use a self created Metahuman character, I have the problem, that the facial animations disappears, when setting a hook on "disalbel post process blueprint.. The head movement is still there, but the facial animation has gone away.. I am using UE 5.3.. anyone with the same issue?
@@badxstudio thanks a lot for the quick reply! This is a little bit weird: from time to time, if I deactivate the "disable post process blueprint", the head is stuck to the body with the head movement and everything works.. There is only one anim layer.. then the head animation begins to wiggle as if the facial animation wants to get through.. just switching between both states (animated and not animated).. I will go on searching and also start again from scratch.. maybe I get a solution..
@@toncortiella1670 no, unfortunately not.. but I found a tutorial for Rokoko body and face capture and the guy uses a self made metahuman.. so I have to wait until my Rokoko suit arrives in some months:)
Cool, now let me try to do this again wiothout following a tutorial :D . . . . This tech is amazing but damn it's a hell of a lot of steps... I'll have to do this 20 times before I can do it fluently. Great tut guys!
9:24 I have an issue with adding face animation bake: it's not working after I added it into my MH character. It only rotates the head, but not facial muscles. After I restart UE, head rotation don't work too. How can I solve this?
One question, why am I not able to see face option under the calibrated head at 9:10 when you are doing the same its visible on your side but on my side Its showing only calibrated actor and Face_Controlboard_Crtlrig. I've given 3 days and gone through tons of tutorials, trying hours and not able to find anything related to my issue. Please help me get it fixed if its any known issue. Thank you
8:42 - As soon as I switch to the mesh of my main metahuman, head rotation is lost an only facemotion is preserved, resulting in a quite glitchy animation. Does someone know why this may be?
I had this same problem. For me it was because my metahuman was made for version 5.1, but my current project and my calibrated metahuman was version 5.2. When I upgraded my metahuman to 5.2 and the head movement started working properly.
Hey guys have used this for months and I'm so grateful for your genius problem solving skills. Having some issues in 5.4 though, have you run into any yourselves ?
Congratulations guys, I love your channel, a very valuable content, I have tried to do the tutorial again and again, the first time, when I exported the Level Sequence if the FACE track appears as you do, among the tracks of the metahuman generated from the videos but as much as I try to repeat it I can not get the FACE track to appear when exporting the sequence and of course I can not get the animation bake from that track to pass it to my metahuman.
Hey thanks for the great tutorial! At 11:00 Its suppose to automatically show the sequencer? But I'm still in my content browser, do you perhaps know how to solve this? Cheers!
Can't wait until you can use the Apple Vision Pro with Metahuman. Imagine being in the scene with the cgi metahuman actors, like standing next to them. Acting out each metahuman. 1st the main metahuman that drives the scene, then you change to act out the other metahuman characters.
I followed exactly the steps in the video. I was able to successfully bake the animation up to 9:13 in the video no issues...When I click on the BP characters face track and add track and add the animation... the character does not animate the mouth movements but the head does move....any ideas?
Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER. There must only be ONE layer under face. That is your baked animation :)
Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER. There must only be ONE layer under face. That is your baked animation :)
@@badxstudio Cheers. I figured out to mute the control rig layer instead of deleting it. However, I wanted the added control to separately animate the eyes afterwards….I found you can add back the control ring, by right clicking on the face layer and Bake to Control rig….A new layer gets added with the control rig fully keyframed for all facial rigs. I left that alone then. I then clicked on the new Control rig + sign and chose Add Additive…This added another Face control rig layer but not keyframed. I could then go down to the eye controls and separately keyframe eye movement that blends with the original animation layer…..
My problem is at 9:20, When I add the animation to my main rig the body doesn't seperate and I only get face animations with no headmovements. I deleted the extra rigs aswell and I'm at a loss with what I did. Also my head doesn't detach like the one in the video it stays on the body.
Hey thank‘s a lot for the tutorial. I have got one issue, when I add the baked animation to my main metahuman face, the neck and head animation works but the mouth is closed! Please help..
@@michi-fv2mfI copied the face rig keyframes and put it onto my main metahuman face then baked the animation, deleted the keyframes and put the baked animation on it.
Most common issue: If your head is moving and your face is not"
Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER.
There must only be ONE layer under face. That is your baked animation :)
as usual, ue4 is crashed and now I can’t find even a sequencer or animation at all, I already got to the part where idle animation was applied but it didn't work for me and when I tried to switch to hoodie everything fell down and now it's just an empty project
idle animation isnt working on metahuman
@@sergeypopik6879 do the same for the body as this comment says for the head. delete the Control Rig under BODY. worked for me. goodluck!
o you know by any chance how to import metahuman with the animation and everything textures, hair ect. In to a 3D Program like blender or similar to then render it there?
The face animation is working stand alone, but when I remove the control rig layer, the face does not move anymore.
What could this be?
For anyone who is using UE 5.3.2 and has a problem with not having FACE in sequencer, I got it working this way:
- In MetaHuman Performance view, do everything the same until Export Level Sequence
- When you click there and you get Export settings, go all the way down to MetaHuman Tracks
- Select your MetaHuman BP as Target MetaHuman Class and tick Enable MetaHuman Head Movement
- Now you have your MetaHuman in Sequencer, remove the controlRig from Body
- Add animation to body
Done. Thanks Bad Decisions Studio for awesome tutorial!
I much needed this solution. Thank you so much.
This is exactly what I need... thank you
but my editor keep crashing when I try to add the animation:
Assertion failed: Pose.IsValidIndex(BoneIndex) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Public\BonePose.h] [Line: 568]
anyone getting the same error??
I get that too@@pipcy
following this step also automatically connected the head to the body and maintained the neck movement.
Thank You!!!!!
This is insane. I didn’t know stuff like this was possible. It’s incredible how fast technology is moving
I found you guys like a month ago and by far give the best UE tutorials, so thorough and entertaining! Keep up the great work!
Agent this means a lot to us man ... we really do spend countless hours re-writing our intros and main script to ensure its entertaining and clear so people can really learn something. The fact that it's working and you guys like it means a lot to us
The tracking is so good that I can see when the eyes move away from the camera to reading the notes. Good video, will definitely be using this.
Thanks!
داداشا دمتون گرم بهترین و با کیفیت ترین آموزش هارو داخل چنلتون با تمام جزیات میزارین ایول❤
damet garm bro ❤ Thanks for watching
One of the best, easiest to following and engaging tutorial that I have ever watched. Thank you sir!
genuinly one of if not the most thorough, well developed tutorial ive ever followed. You accounted EVERY possible error, this was fantastic. Thank you.
Thanks mate! Glad it helped!
All worked fine for me (thank you SO much, so awesome), except once i click Disable Post Process Blueprint for the face it goes bad for me and the face animation no longer plays/works :( Any ideas?
@@rctakedown9595 i have the same issue and idk how to solve it either :(
This is SO cool!
I know right!! Just imagine the possibilities now for the Music industry!
Seeing Patrick Stewarts head in this detail, is incredible!
It's amazing to see how fast this channel is growing. Super deserved work, guys! 🥳🥳
Thank you for bringing yet another quality tutorial and still supplying details and procedures that most didn't do.
Thank you so much! Your words mean a lot man.
Thanks
I have verified this with UE 5.4.4.
If you did not reflect the metahuman's neck movement despite the same settings as in the last part of the video, please try the following steps. It worked for me.
Layered blend per bone in AnimBP of Face, BlendMode set to Branch Filter in the config, Bone Name to neck_01 and Blend Depth to 1 and it works perfectly.
Thank you for helping me.🤝
i iwsh all tutorials were this direct, no filler stuff that is distracting, step by step and clear and concise
Glad you liked iit bro
14:00 When I Disable the Post Process Blueprint from the Face Animation, the Face Animation is gone. Anyone else the same issue? I can't merge the Face to the Body because of that issue, losing the facial capture animation when doing so. 😭Looks like 5.4 Preview breaks things, did you have already a chance to check and test? cheers
Subscribed! You guys are awesome! straight-to-the-point videos, no BS, and a great vibe! Keep it up!
Awesome! Thank you so much!
Thanks Mate, your video was, by far, the most complete and well made about metahumans. You turned something dull and tedious into something simple and freaking funny to watch. I've just subscribed. Thanks again!
You are absolutely welcome ❤️❤️ we put a lot of effort to get that exact vibe across and glad it worked out! Listen we’ve got another one coming for metahuman customisation over the next 3 weeks ❤️
@@badxstudio I can guarantee that every effort put into the videos is noticed, top notch content.
I've seen several other videos from you guys and I'm sure the UA-cam algorithm will promote BDS soon...
Congrats again and keep up the good work...
Cheers!
thank you. Just a couple of things to make your life easier: you don't need to change the identity or bake it. Simply export the sequencer and the animation will be on the control rig. You can then apply it to any other face without any additional steps. You don't have to go through the retargeting process at all. Just export the body animation as an FBX, then import it back as a Metahuman base skeleton, and you'll have your body animation ready to go. I will have a through tutorial soon on my channel.
i dont get this :P for which part are you taking about ?
I don't understand this, can you elaborate? Checked your channel and there isn't a video describing this.
@@poppi3362 for the face. don't do any baking just export the animation to control rig and for the body after savin the animation don't do retargeting export the animation file as fbx and then import it while importing make sure you select metahuman base skeletal
@@Metarig export to control rig, what do you mean by that? I am able to export the animation in the performance file but where else do I apply it other than the sequencer? Maybe a short video, even if unlisted, would be easier as I am not that familiar with unreal.
@@poppi3362 ok bro the next video will be about that
Gentlemen, This video is incredible. I was totally lost when it come to metahuman animation - but you guys got me up and running like a charm. Excellent instruction.
Wow, thanks! So happy that it helped you 🙌
After 7 months after I watched this tutorial I bought an iPhone only for this. I am re-watching it step by step again 😃
Were you able to connect to your phone in UE?
I only get the realtime version working, but the saved sequences won't appear. I don't know...
@@meskalation Yes, I tried both. Better results are using the pre recorded video
@@AlexisRivera3D Thanks. I assume that, but couldn't get access to the prerecords. I'm sure i mess up something in the connection setup :/
@@meskalation use ipv4 address
same but now it doesnt work for me
9:07. I did an animated bake and called a facial animation to a new blue print character. No facial animation, just head movement. Do you know why? The baked animation asset has a good facial movement
I'm getting the same issue, have you found a fix?
same problem...
This.... Is ... Crazy. People could make an easy Animation with this🤯
This continues to blow our mind!!!!
It's a good day when Bad Decisions uploads!
Honestly if a video doesnt get a comment from shelf then the video aint good … ❤️❤️
amazing and so helpful, seemed like you guys just started a youtube channel. I have to say that this is reallllly interesting. keep going kings! you're so potential.
hahahah thank you we started about 100 days ago :D Pretty new but we quit everything to do this so we are all in.
Thank youu for supporting us!!
I love this tutorial and everything works perfectly, one small thing, maybe someone can help me out. After disabling the Post Process Blueprint on the face and fixing the blend shape of the head. I can't see the facial animations anymore. How can I fix that? (I am using the idle animation from the 3rd person BP)
Basically the baked animation that was recorded on my iphone, the face, the mouth, all animations stop after I disable post process blueprint.
I have the same issue. It completely breaks the animations transferred to the BP_Meta!
I had the same problem here :(
I too have the same problem...
⚠ To restore neck movement in UE 5.4, go to the "BlendMask" creation section and do the following:
✅ "Neck_01" set to "1", then right-click on it and click on "Recursively Set Blends Scales to 1".
I’ve been waiting for this for so long!!!
Glad to know you are watching it now
@@badxstudio Just went through the process and it's super cool! Thanks for the easy tutorial!
For some weird reason, i can't seem to make the head attach to the body. I've spent 2 days now trying to figure out what went wrong, and i did everything in this video.
At last! I have been waiting for you guys to do this very tutorial.
Well now that you've seen it, what did you think?
@@badxstudio It most certainly reduced the headaches of getting the animations from the performance mesh to the metahuman. I'm pretty new to Unreal Engine and have a lot to learn...
@@badxstudio Also, where did you get a Patrick Stewart Metahuman?
Hey Guys. Nice Tutorial. I still have a question. When it’s all set and done and I try to tweak my facial animation by baking my face to the control rig in sequencer, the face expression freezes/ doesn’t show anymore. Any idea how to fix it?
Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER.
There must only be ONE layer under face. That is your baked animation :)
It is. My eye sight is kind of messed up. So i try to bake the animation to the face Controller rig but then it freezes. Maybe because of the switch in the animation mode? „Use animation blueprint“?
@@NickHeinOfficialPage I'm having the same issue
I'll be glad when all this cool MetaHuman stuff actually works on Macs.
Hey Guys just a heads up this tutorial is no longer working in 5.3.2. Not sure if there is a bug. But followed the steps and running into a lot of issues in the latest release of Unreal. Not sure if you have had other comments about this. And this method worked perfect in 5.3.1 but not anymore for some reason. If you guys come across a fix I would love to know.
Check my reply, I've found a solution.
Can confirm my facial capture is a little off and im working in 5.3.2
You guys are my go to Unreal tutorials for sure. Thank you!
We love you
Hey there! When it comes to the last part of your workflow I have got a big problem.
When I try to get the neck movement back and I follow your steps (with blending mask and stuff) suddenly all the facial expressions are lost. Is this a known issue, do you know how to fix that?
EDIT SOMEONE FOUND THE FIX: When doing the headslider do right click and click "Recursively Set Blend Scales to 1".
Thanks so much for this!
On top of that also set it to 1 for the neck bones as well!
Dude god bles you I’ve been trying to figure out if I’d ever be able to make short funny animations and this tech is possible now and high quality now. Wow I used to draw frame by frame this is amazing you basically just have to be able to act in character. Insane!!
Bro I got a coffee ad when u said let’s get a cup of coffee 😅 I was so confused because I didn’t realize it was an ad and I thought it was part of the vid
What?????? Tha'ts nearly impossible!! Hahahahahhahah wth :D :D
unfortunately, nothing works, I use DEEPmotion capture data and use its animation for metahuman, and already at the stage of connecting the head and body, nothing comes out, the head and body continue to live their lives.because of this, I'm tearing up a project that my boss sold to a client and I'm desperate to be honest.
dudes your both awesome thanks for this when my head stops spinning ill see if i can take this all in
Hahhaha love you brother!
Im sure you can handle it :) Let us know if u need any help
I'm having issues reproducing this in 5.3. Can't connect the head to the body. The head is a lot lower than the body. Ticking the "Disable Post Process Blueprint" and keyframing the animation mode doesn't fix it.
best unreal engine Tutorial in the planet
Hahaha love u!!! We got ripped doing all the metahuman scene exports 🤪🤪🤪
so i deleted the control rig for the face and the body, the body is moving and the head is, but the face isn't. the control rig layer already is removed, it still isn't working. anyone know?
thank you soo much i tried to do learn how to do this several times and it was always too confusing but this made it infinitely clearer so thankyou
🙏🙏🙏
You're very welcome! Glad that it helped :)
I am experiencing an issue where "face" is not populating as a dropdown option in my sequencer to bake the facial animation and it is driving me mad. I haven't had a menu option like yours since I've started following this tut and I've done it twice now. Going to try for a third time. If anyone knows what I am doing wrong please let me know.
In 5.3 there's a new checkbox they added, during the process of exporting the MHP (MetaHuman Performance) as a Level Sequence under MetaHuman Tracks click "Target MetaHuman Class" and search for your MetaHuman BP. You'll be able to find "face" in the Level Sequence after clicking that.
thank you for the neck and body section! incredibly helpful
We knew its gonna be a pain ... glad it helped
@@badxstudio you guys are really doing the lords work. So precise and entertaining to watch, you nail it every time. As someone who has watched many tutorials for the last 5 years, you two are by far the best.
The last step with the Blend Mask doesn't seem to work with the latest version 5.4 Preview. After applying the Blend Mask option in the blueprint, the animation breaks. Anyone having the same issue?
im having the same issue, did you manage to fix it
Thank you so much for going through all the neede steps. You guys rock!
Awesome tutorial..Can't get it to work on 5.4.0 though. When adding the blend mask at the end, I lose the face animation on the Metahuman character...?
did you resolve it?
This is so good, and easy to follow!
My brother
followed all the steps but when i go to bake my identity doesnt have the face in the sequencer
i got the same problem hope anyone can help i keep repeating it thought i made mistake until i realize the no face sequencer
Great Tutorial again, always with lots of fun and it really helps to learn new things about Unreal Engine and Metahuman. Thank you guys for this great demonstration. 😉
That was the whole goal
Hi there! I absolutely love this video, but I have one question: whenever I view my animators sequence, the head does not have a "face" setting, which does not allow me to bake the animation to the body. Does anyone know the solutions?
Sorry not a solution but the same problem here
No solution, same problem.
Version: 5.3.2-29314046+++UE5+Release-5.3
EDIT - Found a solution in another comment. Posting here for visibility :
"In 5.3 there's a new checkbox they added, during the process of exporting the MHP (MetaHuman Performance) as a Level Sequence under MetaHuman Tracks click "Target MetaHuman Class" and search for your MetaHuman BP. You'll be able to find "face" in the Level Sequence after clicking that."
I will note that when I did this, it created a second copy of my metahuman in the scene with the "face" dropdown and it seemed to be animated fine. Going to try and follow the rest of the tutorial.
Love that part you guys cover your local network Ip address to avoid any hack attempt and protecting your privacy :D
When I attach the animation from the face to the metahuman, only the head moves. The lips have no animations. Any tipps?
did you resolve it?
@@octopvstotheparty noo
Honestly, what you do is incredible, it helped me too much for the projects I'm doing, thank you very much and I hope you continue with this incredible content, greetings from Colombia
Ma maaaaann from Columbia!!! Glad you enjoyed it broski. Listen we are just starting out and doing thiis full time so expect LOADS of content comin at ya!
If you dont mind me asking what kind of project you are working on? And also what other videos would you like to see next from us?
love the work brother, b y the way i recognize Iranian accent anywhere, proud of you man
Thanks bro ... and you guessed it right :)
This is not free. It does require you to use an iPhone, and on that one, a specific series and later, those which have a 3D depth sensor / facial scanner in it. Any other smartphone is useless. Most of the people I know do not use Apple devices and thus are not willing to enter the golden cage for just this. They rather buy a true depth-camera for this purpose, even if it is has only this purpose to offer.
Indeed ! But we actually can’t complain we have an absolutely killer feature that would have cost SO MUCH more than an iPhone if we were using other technologies to do such facial animations.
I personally switch to iPhone when metahuman came out. Now I use it to record body motion capture with MoveAI and MoveOne. I don’t regret it, the possibilities are endless
@@alexvisuals3Doh come on, not again, an iphone is required too 😅
Ok but a lot of people have iPhones
Oh hey
It's time for me to comment my humble opinion. Fuck iPhones, fuck iOS and fuck Apple, and everyone who supports their monopoly. That wasn't very polite, sorry about that. Just slid out after this being the hundredth game changer technology only available on the iPhone which many of us don't have the money for :)
@@atticustay1 A lot of people don't!
Superb tutorial! thank you guys! I look forward to your next installment.
Thanks for watching!
I failed in first step🥲 no iphone .
Mee to 😅
same
Thank You SO Much For MAking This Awesome Tutorial For fRee
hey at 9:05 when bake to animation and export to animation, my ue5 keep freezing.. any solutions ? :(
08:39 Can't seem to transfer the hair in to the new metahuman identity just created. My LOD sync is ticked, only hair shown on the original metahuman. Has anyone solved this issue? Thanks
Amazing content guys. Im doing this process tomorrow and was curious how I was gonna connect the head to the body. Thanks for the funny walk through 🎉😂❤
Thank you
Yes! Now I can take my tiktok NPC business to the next level!
Gang gang
Lol :D :D Gang gang ... those were some of the weirdest videos we've watched!
Awesome tuts guys, keep it up!
Hello and thank you for the great Tutorial. I have an issue baking out the faceanimation at 9:05. In my sequenzer under the performance there is no "Face" Tab. I can only find something called "Face_controlBoard_CtrlRig" where are all individual keyframes for the face parts, however, i cant bake them. does anyone have the same issue or any solution? thanks
I have the same problem. This is in Unreal 5.3.2. It seems that they've changed the setup and I'm lost as to how you should now transfer the animation.
trying to make my own open world story game with 0 experience it’s going to take years but with things like move ai and this for storyline based cutscenes will make my life a whole lot easier
Great Tutorials Guys. Thanks for making this!
perfect! i'lm loving yours energy guys! keep going
Thank you so much!!
Awesome, super easy to do. Can't wait to see what we'll have in 10-20 years
Dude 10 years? Man jus wait for 1-2 years this is gonna jus keep gettin better!!
@@badxstudio Yeah, 10-20 years? FFS, I and millions of others might and will be dead in 10-20 years. Things are moving extremely fast right now, and there is no reason to wait a day let alone years to see how things are "better". There is no excuse to not start making cool things right now. You can use the cloud to use a computer so you don't even have the excuse of not having a computer. Kids these days don't have a clue how easy mode they have everything!
I get your point though.
@@reasonsreasonably couldnt agree more 🤟🏼 crazy times we live in and no excuses
به به یه ایرانی میبینی آموزش انگلیسی خفن میزاره ادم عشق میکنه❤❤
Hhahahah merci dadash asheghetam
Thankyou for the awesome tutorial!! Definitely subbed!
Awesome, thank you!
9:25 - after assigning the baked face animation to the metahuman, nothing happens. The head doesn't pop off as shown and there is no face animation even though baked animation shows up in the timeline. why could this be?
Check if your baked animation sequence starts at frame 0. It could be imported outside of the time range if you pressed play or scrolled through timeline earlier. Also make sure to delete the Face rig in Sequencer before adding the Animation.
Amazing tutorial. Talk about delivering value!
Thank you brother
man we love the perfect videothat no other one created thanks alot
Glad you liked it
oh hey thanks for the shoutout guys-- you rock :D
*I love this channel, great tutorials here*
You are welcome brother!! Jus checked your vids too they are dope :)
Hey, I just reproduced everything and it works with standard metahuman characters.. Great results! But if I use a self created Metahuman character, I have the problem, that the facial animations disappears, when setting a hook on "disalbel post process blueprint.. The head movement is still there, but the facial animation has gone away.. I am using UE 5.3.. anyone with the same issue?
Do you have two face anim layers? delete one!
@@badxstudio thanks a lot for the quick reply! This is a little bit weird: from time to time, if I deactivate the "disable post process blueprint", the head is stuck to the body with the head movement and everything works.. There is only one anim layer.. then the head animation begins to wiggle as if the facial animation wants to get through.. just switching between both states (animated and not animated).. I will go on searching and also start again from scratch.. maybe I get a solution..
@@OliverEnde did you found a solution?
@@toncortiella1670 no, unfortunately not.. but I found a tutorial for Rokoko body and face capture and the guy uses a self made metahuman.. so I have to wait until my Rokoko suit arrives in some months:)
The beest tutorial for thiss, thanks!
Glad you like it mate 🫡
daaaaaaaaaaaaang!! This one is EXACTLY waht i needed
Hellllll yeahhhh
شما ایرانی هستید؟ خیلی خوشحالم که با کانال شما آشنا شدم و از هموطن های خفنم چیزهای بزرگ یاد میگیرم ممنون
Cool, now let me try to do this again wiothout following a tutorial :D . . . . This tech is amazing but damn it's a hell of a lot of steps... I'll have to do this 20 times before I can do it fluently. Great tut guys!
Very clear and concise tutorial... thank you
9:24
I have an issue with adding face animation bake: it's not working after I added it into my MH character. It only rotates the head, but not facial muscles. After I restart UE, head rotation don't work too.
How can I solve this?
I have the same problem, did you fix it?
@@pabloestebanmurillomata5837 nope(
Same thing
메타휴먼 관련해서 가장 멋진 채널 중 하나입니다! 재밌으면서 실용적인 컨텐츠 앞으로도 기대합니다
This video just earned you a new subscriber, good job fellas 🤌🏾
Thank you brother! Welcome to the Bad Decisions Fam :)
One question, why am I not able to see face option under the calibrated head at 9:10 when you are doing the same its visible on your side but on my side Its showing only calibrated actor and Face_Controlboard_Crtlrig. I've given 3 days and gone through tons of tutorials, trying hours and not able to find anything related to my issue. Please help me get it fixed if its any known issue. Thank you
This is so amazing!
No you are breathtaking!!
8:42 - As soon as I switch to the mesh of my main metahuman, head rotation is lost an only facemotion is preserved, resulting in a quite glitchy animation. Does someone know why this may be?
We addressed that at the end of the video no?
I had this same problem. For me it was because my metahuman was made for version 5.1, but my current project and my calibrated metahuman was version 5.2. When I upgraded my metahuman to 5.2 and the head movement started working properly.
No haunting! Sub'ds. Awesome work. Much appreciated.
Hey guys have used this for months and I'm so grateful for your genius problem solving skills. Having some issues in 5.4 though, have you run into any yourselves ?
Congratulations guys, I love your channel, a very valuable content, I have tried to do the tutorial again and again, the first time, when I exported the Level Sequence if the FACE track appears as you do, among the tracks of the metahuman generated from the videos but as much as I try to repeat it I can not get the FACE track to appear when exporting the sequence and of course I can not get the animation bake from that track to pass it to my metahuman.
same issue :(
Hey thanks for the great tutorial! At 11:00 Its suppose to automatically show the sequencer? But I'm still in my content browser, do you perhaps know how to solve this?
Cheers!
Can't wait until you can use the Apple Vision Pro with Metahuman.
Imagine being in the scene with the cgi metahuman actors, like standing next to them.
Acting out each metahuman. 1st the main metahuman that drives the scene, then you change to act out the other metahuman characters.
Amazing tutorial!
Can you please make a step by step tutorial on how to use scan-based texture to achieve maximum likeness? 🙏
Agsolutely amazing!!! 👏💎
I followed exactly the steps in the video. I was able to successfully bake the animation up to 9:13 in the video no issues...When I click on the BP characters face track and add track and add the animation... the character does not animate the mouth movements but the head does move....any ideas?
Same here😢
If you get the answer please let me know
Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER.
There must only be ONE layer under face. That is your baked animation :)
Make sure that in the sequencer, where your FACE is, delete the CONTROL RIG LAYER.
There must only be ONE layer under face. That is your baked animation :)
@@badxstudio Cheers. I figured out to mute the control rig layer instead of deleting it. However, I wanted the added control to separately animate the eyes afterwards….I found you can add back the control ring, by right clicking on the face layer and Bake to Control rig….A new layer gets added with the control rig fully keyframed for all facial rigs. I left that alone then. I then clicked on the new Control rig + sign and chose Add Additive…This added another Face control rig layer but not keyframed. I could then go down to the eye controls and separately keyframe eye movement that blends with the original animation layer…..
Thank you so much guys!
My problem is at 9:20, When I add the animation to my main rig the body doesn't seperate and I only get face animations with no headmovements. I deleted the extra rigs aswell and I'm at a loss with what I did. Also my head doesn't detach like the one in the video it stays on the body.
Same problem! Did you find solution?
Hey thank‘s a lot for the tutorial. I have got one issue, when I add the baked animation to my main metahuman face, the neck and head animation works but the mouth is closed! Please help..
Fixed it!
@@RoniLoud I have the same problem, how did you fix it?
@@michi-fv2mfI copied the face rig keyframes and put it onto my main metahuman face then baked the animation, deleted the keyframes and put the baked animation on it.
@@RoniLoud THANK YOUUUUUU
@@Velociration no problem mate
Question: what do I do if I have an iPhone but the Live Link app doesn't recognize my iPhone as being capable of having the Metahuman Animator option?