Not too sure about this solution, to be honest with you all. We lose so much information and scope of animation in comparison to additive layer and head and neck controllers trick, what do you think?
This method that I show here is not the best solution and I do mention this in the video, try this option which is what I usually use. The scope of Animation stays like you want it to be - ua-cam.com/video/MrfsTPXi308/v-deo.html Also, to mask the head or the body, I show something similar in order to mask the head so I can place a Metahuman head instead, you can see the instructions here - ua-cam.com/video/1LyCYH_2afw/v-deo.html
Thank you so much! this method is not the best but I think people should know about it as well, check out my other video that actually keeps the scope of the animation of the face, this method for some reason tones down the animation to 30%-50% :(
Nice hack, and appreciate the tutorial! But we should all be pushing the community for a real solution. I have the same issue and I don't want to settle for sub-quality facial animation. Not sure why more people haven't posted or commented about this issue.
I agree 100% I couldn’t find any other explanations so I’m using a different method, have you checked my working solution? (Link - Unreal Engine 5.3 Metahuman Animator & Head Rotation tutorial // UE5 Tutorials // 4K ua-cam.com/video/MrfsTPXi308/v-deo.html) - This works 👌👌👌
I have found the solution! and it works. Tutorial will be available tomorrow. Just rendered the animation to display in a short tonight. Going to get some rest then have the tut up tomorrow. Takes about 3 minutes to fix. Just 1 adjustment. Follow my main page IMVisuals215 for the tut.
Not too sure about this solution, to be honest with you all. We lose so much information and scope of animation in comparison to additive layer and head and neck controllers trick, what do you think?
Thats amazing! Thanks for sharing that. Now I need to learn how to mask out all but the head.
This method that I show here is not the best solution and I do mention this in the video, try this option which is what I usually use. The scope of Animation stays like you want it to be - ua-cam.com/video/MrfsTPXi308/v-deo.html
Also, to mask the head or the body, I show something similar in order to mask the head so I can place a Metahuman head instead, you can see the instructions here - ua-cam.com/video/1LyCYH_2afw/v-deo.html
@@Goblination-UE5 Thank you!
@@coulterjb22 Please let me know it worked for you :)
this is great 😊
Thank you 🙏 I’m glad you like the stuff ❤
That's so NICE!!!!THX~~
Thank you so much! this method is not the best but I think people should know about it as well, check out my other video that actually keeps the scope of the animation of the face, this method for some reason tones down the animation to 30%-50% :(
Nice hack, and appreciate the tutorial! But we should all be pushing the community for a real solution. I have the same issue and I don't want to settle for sub-quality facial animation. Not sure why more people haven't posted or commented about this issue.
I agree 100% I couldn’t find any other explanations so I’m using a different method, have you checked my working solution? (Link - Unreal Engine 5.3 Metahuman Animator & Head Rotation tutorial // UE5 Tutorials // 4K
ua-cam.com/video/MrfsTPXi308/v-deo.html) - This works 👌👌👌
I have found the solution! and it works. Tutorial will be available tomorrow. Just rendered the animation to display in a short tonight. Going to get some rest then have the tut up tomorrow. Takes about 3 minutes to fix. Just 1 adjustment. Follow my main page IMVisuals215 for the tut.