I've been up to my eyeballs in Metahumans since the announcement, and they don't seem all that interested in people successfully using it. They do like showing it off, but stupid issues like this have made it extremely difficult to just dive in and create.
That’s a fair assessment. I think what makes them impressive to me is the level of quality you get out of the box alongside tools like control rig and livelink. Even when making characters from scratch, you may run into weird problems, but with metahumans you have a community working together to solve those, and have a major head start for producing content.
haha you're actually using my log cabin, thanks for that! :D I found your vid bc I'm trying to use metahuman but it's so drastically different than the simple char setup, that I'll probably just use a regular character. My BP_s need a single SK_ input, and the metahuman seems to use links and are split up..
I actually just went through your channel and find your workflow to be rather interesting. I never thought of doing things the way you do. I typically build for the camera via keeping the camera viewed at the bottom right of the viewport (I check it to stay there while I select other objects), but the way you do it where you pull up extra viewports is definitely a better way to do it, since you'll get an even better view. Gonna start incorporating that.
I'm glad you found it helpful! I found that the camera previewer can be helpful for quick checks, but having a separate viewport altogether that was dedicated to my camera perspective, was a better workflow for me. I typically use two monitors, one with my viewports, and the other with sequencer, take recorder, etc. However, having everything in one window is best for video.
So I fixed this an extremely simple way. I opened Take Recorder and then in the T.R. choose your problematic sequence as the sequence to directly record takes to. This instantly snapped everything back together. Hope this works for others.
I watched the video and still having a hard time finding where you fixed it. Issue I am having I imported my footage from the app and created metahuman indentity and then the performance part. The animation works on face but body in tpose and the head is not attached. A bit lost as to what part of the video I should watch to fix
help. I put a character on a motorcycle or car and record it with take recorder, but a problem occurs. It's normal in the preview screen, but when I render it, the bikes and cars are not displayed correctly, and I'm having a lot of trouble with just the character. I have physics turned off when rendering, but it doesn't look right. I would like to know how to solve it so that it renders correctly.
but what if you're not using recorder or live link. you just have a body motion animation and facial that was pre-animated? i don't want to use a live link.
Assuming your animations are compatible with the metahuman skeleton, you should be able to apply them to your character in sequencer. You can try baking the face animation to the control rig, then overlaying the body animation on top.
That’s right! TLDR: if you are early on in a project, then I recommend switching to the workflow/process shown here to record your body and face animations together. If you already have a lot of animations created however that you don’t want to redo, you can bake the face animation to your control rig, then blend/overlay the body animation sequence on top. I’ll be sharing a follow up video to show those steps soon.
That's a good question. From the demo, it looks like Metahuman Animator is still focused on the head skeleton, and not the body, so it's possible, we may still have to take both skeletons into account. But I guess we will have to wait and see!
I've been up to my eyeballs in Metahumans since the announcement, and they don't seem all that interested in people successfully using it. They do like showing it off, but stupid issues like this have made it extremely difficult to just dive in and create.
That’s a fair assessment. I think what makes them impressive to me is the level of quality you get out of the box alongside tools like control rig and livelink. Even when making characters from scratch, you may run into weird problems, but with metahumans you have a community working together to solve those, and have a major head start for producing content.
haha you're actually using my log cabin, thanks for that! :D I found your vid bc I'm trying to use metahuman but it's so drastically different than the simple char setup, that I'll probably just use a regular character. My BP_s need a single SK_ input, and the metahuman seems to use links and are split up..
Very helpful, thank you!
I actually just went through your channel and find your workflow to be rather interesting. I never thought of doing things the way you do. I typically build for the camera via keeping the camera viewed at the bottom right of the viewport (I check it to stay there while I select other objects), but the way you do it where you pull up extra viewports is definitely a better way to do it, since you'll get an even better view. Gonna start incorporating that.
I'm glad you found it helpful! I found that the camera previewer can be helpful for quick checks, but having a separate viewport altogether that was dedicated to my camera perspective, was a better workflow for me. I typically use two monitors, one with my viewports, and the other with sequencer, take recorder, etc. However, having everything in one window is best for video.
YOU ARE THE BEST!!!!!
So I fixed this an extremely simple way. I opened Take Recorder and then in the T.R. choose your problematic sequence as the sequence to directly record takes to. This instantly snapped everything back together. Hope this works for others.
Exactly, this is the better way to fix the head. But sometimes we lose the facial expressions.
Thank you so much!!!!!
Glad it helped!
I watched the video and still having a hard time finding where you fixed it. Issue I am having I imported my footage from the app and created metahuman indentity and then the performance part. The animation works on face but body in tpose and the head is not attached. A bit lost as to what part of the video I should watch to fix
Did you apply the animation to both the face and body within sequencer? I would start at the 4 min mark 4:01
thank u dude
I need help with creating a metahuman (custom) walking (looping) to export to a TwinMotion Scene, is that something you can help me with?
help. I put a character on a motorcycle or car and record it with take recorder, but a problem occurs. It's normal in the preview screen, but when I render it, the bikes and cars are not displayed correctly, and I'm having a lot of trouble with just the character. I have physics turned off when rendering, but it doesn't look right. I would like to know how to solve it so that it renders correctly.
I did but the head dont rotate, i do it exaclty what i done, but the neck movement is still
but what if you're not using recorder or live link. you just have a body motion animation and facial that was pre-animated? i don't want to use a live link.
Assuming your animations are compatible with the metahuman skeleton, you should be able to apply them to your character in sequencer. You can try baking the face animation to the control rig, then overlaying the body animation on top.
Maybe I'm misunderstanding but the solve here is to basically "redo" the facial animation?
That’s right! TLDR: if you are early on in a project, then I recommend switching to the workflow/process shown here to record your body and face animations together. If you already have a lot of animations created however that you don’t want to redo, you can bake the face animation to your control rig, then blend/overlay the body animation sequence on top. I’ll be sharing a follow up video to show those steps soon.
Can't get this to work, but nice video anyway.
doesnt work
you did someting inside the video and cut a step 04:38
i wonder if we will face this issue when they launch the metahuman face animator
That's a good question. From the demo, it looks like Metahuman Animator is still focused on the head skeleton, and not the body, so it's possible, we may still have to take both skeletons into account. But I guess we will have to wait and see!
@@chroniclesoftworks yes we will have to wait and see
Also do you have any idea when meta human animator will be coming out ?
@@reubencf My understanding is that it would be releasing some time this summer (2023), but I haven't heard word recently.
@@chroniclesoftworks they released it some time back and i tried it out seems like im facing the same issue there also
what map level is this ? is from marketplace?
Yes, this was the Log Cabin environment, which was one of the marketplace monthly free assets a few months ago.
AHAHAHAH men AHAHAHA
8.5 minutes of chatting about everything other than what to actually do in a normal situation.