If, like me, you encountered issues with broken hands or the body stretching by half a meter when re-importing Quinn's animation onto the Meta Human skeleton, you can follow these steps. Once you've imported the Mixamo animations, such as Quinn, into Unreal Engine, you can right-click on the animation, select 'Retarget Animation Asset,' duplicate, etc., and then retarget Quinn onto your custom Meta Human skeleton. This fixed the arms and proportions for me. I hope this is helpful. BTW Great tut Quirk, thanks!
Finally i've found a tutorial that WORKS! I've watched so many tutorials that were 5 times longer than yours and most of the times worked poorly. Your tutorial is perfect, easy to follow and clear. Thanks a ton :)
@@ix-fx They don't work if you don't do the retargeting of each bone precisely, but you only need to do it once, then you can use the IK retargeted. You want to scale the MH tot eh exact size of the Mixamo as well as straighten the initial pose to make it 100% match to the other structure, the more you do that accurately the more the move becomes similar to the original skeleton.
@@christiandebney1989 But does it move properly? Because it's the same difference between a sound kung-fu move and break-dance without retargeting the bones....
This is absolutely the BEST tutorial on Mixamo retargeting, you've also explained the stretching issue end resolved in the comments. Thank you very much!❤
THANK YOU SO MUUUUCH!! I been following several tutorials on metahuman animation but my MH's hands were glitched. And I fixed this problem by following your video, amazing!!!
Hey, I followed the tutorial! Great!! I'm only stuck on the pivot point, I've followed every step but it's still floating above my pivot point. (Woman, medium)
@@TRABITY thx and happy that it was helpful! If it works it would be fine. Once it’s done, go to level sequence and bake animation with your Metahuman then I guess it will be alright.
Hey Quirk, thank you so much for the tutorial, I could follow everything without problem except ....for one! I am using a metahuman that has a " female medium unw" skeletal mesh and when I set the animation in the animation mode settings, the body becomes all stretched out. Any idea how to solve the scaling problem?
Hello Randy. I think you should try this. Double click - animation sequence. Click - Skeleton Tree(left top) Click - option icon(next to search bar) Check- [Show Retargeting Options] Select - [spine_01] to [thigh_twistCor_02_r_dyn] *except* root(leave as 'Animation'), pelvis(leave as 'Animation Relative') Mouse R.click - *Recursively Set Translation Retargeting Skeleton* Note *Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton].* Then save and try playing the animation again.
When I added the metahuman from Quixel bridge to the unreal viewport, it wasn’t added as a whole but with the head and body separated. Does anybody know how to fix this? Thanks for the tutorial! 🙌
hello universe. if you're not able to use Mixamo Converter, well I think you should find some other tutorials like 'mixamo to metahuman' for retargeting animations mannually. (mannual retargeting is easy so you could do it)
how do you get the clothes to flow like that? I have a lot of clothes I want to get off of the art station but would love to learn how to make the clothes do what they do in your video
this is the best and most helpful this year!!!! and one question, im making my own charater rn, so the body shape is quite werid, my step at your video 6:50 looked really bad! the rig didnt match at all how can i fix it?
@@yiranzhou8641 you can watch Tip and fix tutorial in my video to fix it. But from ue5.4, retargeting got pretty easier. You could find many great tutorials on UA-cam! Cheers!
Can I use this method on a project where I already have my metahuman into the scene but it has been modified in height via controlrigs? like how will the animation perform if the skeleton has been modified? is there a way to apply mixamo animations on a modified metahuman (i literally just raised up the waist rig a bit) ? thank you so much in advance!
If retargeting is correctly done, I don’t think there could be no problem. From ue5.4, there’s new function for auto retargeting. You could find many tutorials abt it.
안녕하세요! 정말 멋진 강의 한글로 볼 수 있어서 고맙습니다..! 제가 딱 찾고있던 강의였는데 너무 좋습니다. 그런데 한가지 문제가 있는데요, 메타휴먼을 노인을 가져왔는데 애니메이션을 입히면 체형이 바뀌어 버립니다... 애니메이션에서 리타겟 소스를 메타휴먼 바디로 변경하면 조금 나아지긴 하지만 전체적으로 체형이 뒤틀려버리네요,, 어떤부분이 문제일까요..?
안녕하세요. 혹시나 하는 마음에 한글 자막을 달았는데 많은 분들이 봐주시고 댓글 달아주셔서 감사하네요. [조금 나아지긴 하지만 전체적으로 체형이 뒤틀려버리네요.] 이 내용이 조금 이해가 가지 않습니다. 체형이 인간과 같지 않게 뒤틀리는 건가요? 아니면 조금 나아지긴 하는데 원본과 다른 체형이 되는건가요?
뷰포트나 레벨시퀀스에서 확인해도 똑같은가요? 저도 애니메이션 시퀀스를 더블클릭해서 들어가서 보이는 애니메이션에서는 최초에 프리뷰메시가 m_med_nrw_body로 되어 있어 골격이 변해서 보입니다.(여기서 프리뷰 메시를 원하는 MH로 적용하면 안됩니다.) 레벨시퀀스에서 원하는 메타휴먼에 적용하고 다시 베이킹을 하여 새로운 애니메이션시퀀스를 생성하면 올바른 메시들이 적용되어 그런 현상은 해결됩니다. 꼬마체형과 뚱뚱한 체형 다 확인해보았을 때 정상 작동하는 것을 확인했습니다. @@ialwake
Thank you for your work. I was going to start with part 2 as I have my own motion capture, though I wanted to follow along your whole work flow to reduce chances of error. It is correct that I cannot upload animations to Mixamo? Anyway, I will continue and see if I can follow your tutorial with my own animations. Thanks again!
yes, that'd be good to watch whole workflow then you develop these to your way. absorb it bro. i didn't understand 'can't upload animations to mixamo' . you can only upload character mesh to mixamo and download animations from mixamo then use them in unreal engine(or any 3d software).
Hello ! Do you think you can make a tutorial on how to create a metahuman character from pics ? And then we can use it, make animations with it etc :D thanks !!!! cool video i will try it now
Hello again :) I've tried converting image to metahuman through Blender before. But I wasn't happy with the results. If I find a good way to do it, I'll make a tutorial.
Hi quirk I have been following your tutorial and I got stuck at min 9. When I set the body to ''Use animation Asset'', the head is not following along. I tried the solutions you gave in the comments but it didnt work :(( HELP
hello universe. And I recently noticed that when I applied this to a woman, it didn't work. However, I tried applying [m_tal_unw_body](male mh) to a female metahuman and found that it does work - weird, but it works.
I tried your tutorial again. step by step. I even made a different charecter. it just seems like the charecters that have been modified in the Metahuman creators dont pickup the animation asset. It works fine on the assets that already exsist in the metahuman library but not the ones I created myself. And the ones in the library come with clothes :D dont know how to remove the clothes 😬 (super basic knowledge of UE here)
hello universe, If you have followed the tutorial exactly and the Mixamo animation is not being applied to your MetaHuman, you may not have applied the settings in the tutorial correctly. You can disable tops and bottoms in MetaHuman Creator (WEB). (It is normal that this tutorial should work correctly even with clothes on).@@maddiekarlsen
Thank you for explaining. I managed to fix it. Somehow I was doing the steps correctly, but the animation was not sticking. I removed UE and reinstalled it and it worked :/// Also thanks for the update video. it solved all these strechy charecter and pivot problems I had :D @@HQ-PARK
hola! primero agradecerte por el tutorial :) tengo una duda: puede suceder que dependiendo la version de unreal o marvelous cambien las configuraciones en las ventanas de exportaacion de fbx? intento seguir todos los pasos pero aparecen ventanas con opciones distintas a las que veo en tu video
Can you tell me what's different? Of course, different versions may have different option values, but I believe they are mostly the same. ¿Puede decirme qué es diferente? Por supuesto, las diferentes versiones pueden tener diferentes valores de opción, pero creo que son en su mayoría los mismos.
@@HQ-PARK gracias por responder! no podia avanzar porque tenia la version 5.2 y salian otras opciones que no me dejanban claro el procedimiento :) ahora no me queda claro como exportar las poses de unreal a marvelous :(
@@Freddymarcano If you look at my other tutorial, it shows how to export a metahuman with animations to marvelous designer (using blender), you might want to take a look. Si miras mi otro tutorial, muestra como exportar un metahumano con animaciones a marvelous designer (usando blender), puede que quieras echarle un vistazo.
Hi Quirk, I'm having trouble with this tutorial. At 8:02, you mention importing the metahuman from Bridge, but when I do, I can only see the hands and feet, or the head (without textures). Any idea what might be causing this issue?
hello universe. This looks like the body is not importing properly (if you only see the hands and legs, you must have imported a metahuman with a split top and bottom). This is not normal. You will need to try various things. For example, try a different version or try importing a different metahuman so you can check which step is issue, or maybe it just take a long time for loading shader. If you are studying my pipeline for exporting MetaHuman to Marvelous Designer/CLO, you can create MH version without the top and bottom by selecting the MetaHuman in the quixel bridge and clicking [START MHC] to import it, which should be fine as it will combine the body, hands, and feet.
Thank you! It worked! I just can't figure out how I can capture the person with animation and render it? How do I make the animation appear in the sequencer?
Hello there. check this link: ua-cam.com/video/ge95eSWHT6g/v-deo.html this will show you how to set MetaHuman with animation in sequencer. and to render it, you need to study about 'movie render queue'. this will may be uploaded in near future. or you can check @WilliamFaucher . he's got brilliant tutorial about movie render queue.
Hello, I hope you'll reply and solve my issue as this is the best tutorial for what I'm doing The issue i'm having is after everything is done, When you Add level sequence the Sequence is showing animation in timeline but it's different for me. My character is animating in the level but it's not showing in Level Sequence Issue. What could be the issue? Please reply it would be a great help
hello universe. it's pre-made level sequence for the video. you better check part2 to complete for putting them in your level sequence. I think I need to record whole process for beginner :)
this may still work mate but from ue5.4 there's auto retargeting function which you can directly retarget mixamo to metahuman in ue.(you could find many tutorials on youtube).
@@HQ-PARK Thank you for the reply :) And do you have a video tutorial on how to render inside Unreal? Your render looks very good. Or can you point to me a render tutorial? Thank you
@@ricr8987 To be honest, most of my videos don't have any special render values. I add extra setting somtimes, but I usually prefer to render with the default values or preset based on lumens. My main focus is always to set up the lighting, post-process volume, and camera to look as realistic as possible 'in the viewport'.
Hey, I was following the tutorial and when I’m importing the metahuman animation mesh onto the MH folder I get this error “the following bones exist in the imported animation but not in the Skelton asset metahuman_base-skel Can you help me out
Hello EmpticStudios. This error is most likely due to a difference bone information between the animation you are importing and the MetaHuman base skeleton. This is most likely due to you doing something differently at some stage. I recommend that you focus on the values you need to set in the import, export, etc. of this tutorial and try again. If you have solved this, please leave a comment for others, it would be very helpful for those who have encountered the same problem as you.
Recursively Set Translation Retargeting Skeleton really helps. This is the best solution for retargeting Mixamo animations to Metahuman. Simple and fast. Thank you very much.
Try this. Double click - animation sequence. Click - Skeleton Tree(left top) Click - option icon(next to search bar) Check- [Show Retargeting Options] Select - [spine_01] to [thigh_twistCor_02_r_dyn] except root(leave as 'Animation'), pelvis(leave as 'Animation Relative') Mouse R.click - Recursively Set Translation Retargeting Skeleton Note Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton]. Then save and try playing the animation again.(Make sure you've followed the tutorial video exactly)
Hello hotbergina If you close the distance to the metahuman, the hair will be visible and if you move away, it will not be visible. That's because of the LOD(Level of Detail). *Here's a quick tip. * 1. select your metahuman 2. [Details](right side) - Double click [Edit in Blueprint] 3. [Components](left side) - select [LODsync] 4. [Details]-[LOD](right side) - set [Forced LOD] -1 to * 0 or 1* 5. Save 6. Check!
@@HQ-PARK thanks for your quick answers, i appreciate that. But... even if i am close, the hair is not here... i dont have hair or facial hair at all :((( do you have a discord or something in order that i record my screen ?
when i open the blueprint of the character , on the pannel of the component (left) i dont have hair, beard or anything. I added manually "groom component" and then try to put them all.., this is not normal....
Hi, excelent tutorial and tool, but I have a problem and is when I import to MH after all the process the MH is streched like long...it deforms the MH on the animations imported but I don't understand why, I have made from scratch the tutorial like 5 times.
try this one my friend Double click - MH animation sequence. Click - Skeleton Tree tab(left top) Click - option icon(next to search bar) Check- [Show Retargeting Options] Select - [spine_01] to [thigh_twistCor_02_r_dyn] except root(leave as 'Animation'), pelvis(leave as 'Animation Relative') Mouse R.click - Recursively Set Translation Retargeting Skeleton Note Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton]. Then save and try playing the animation again.
Hi Bro... First of all, I want to express my gratitude because this tutorial has been incredibly helpful. However, I've encountered a problem. After using the 'retarget source assets' option from 'None' to the Metahuman body 9:37, the slipper mesh of the character gets distorted during the animation. I've been using custom Metahumans without clothes and shoes, only with slippers because I plan to use custom shoes. Any suggestions on how to resolve this issue?" 😇
Hello universe! Thx for your comment. Better checkout my recent tip&fix tutorial. And if retarget source asset doesn’t work well for you, you can just edit transform z axis of Metahuman.
@@HQ-PARK If I don't use the 'retarget source assets' option, I encounter a foot sliding issue. Do you have any tutorials on how to add custom shoes to Metahuman? I'd like to give it a try and see if adding the shoes can resolve the problem.
I haven't made it yet. if you want to use custom shoes, select sneakers when you custom your metahuman in metahuman creator. it would have better performance. @@JackNack-pz5wr
Related Tutorials
𝐮𝐬𝐞𝐟𝐮𝐥 𝐭𝐢𝐩&𝐟𝐢𝐱 - ua-cam.com/video/Cj_zCsur7R8/v-deo.htmlsi=S90UcKHPrd1QMscv
𝖕𝖆𝖗𝖙02- 𝗖𝗼𝗺𝗯𝗶𝗻𝗲 𝗵𝗲𝗮𝗱&𝗯𝗼𝗱𝘆&𝘀𝗵𝗼𝗲𝘀 𝗠𝗲𝘁𝗮𝗛𝘂𝗺𝗮𝗻 𝗶𝗻 𝗕𝗹𝗲𝗻𝗱𝗲𝗿: ua-cam.com/video/ge95eSWHT6g/v-deo.html
𝖕𝖆𝖗𝖙03 - 𝗜𝗺𝗽𝗼𝗿𝘁&𝗘𝘅𝗽𝗼𝗿𝘁 𝗠𝗛 𝗶𝗻 𝗠𝗮𝗿𝘃𝗲𝗹𝗼𝘂𝘀 𝗗𝗲𝘀𝗶𝗴𝗻𝗲𝗿: ua-cam.com/video/HFnzrPKJl8E/v-deo.html
If, like me, you encountered issues with broken hands or the body stretching by half a meter when re-importing Quinn's animation onto the Meta Human skeleton, you can follow these steps. Once you've imported the Mixamo animations, such as Quinn, into Unreal Engine, you can right-click on the animation, select 'Retarget Animation Asset,' duplicate, etc., and then retarget Quinn onto your custom Meta Human skeleton. This fixed the arms and proportions for me. I hope this is helpful. BTW Great tut Quirk, thanks!
briiliant! this will save lots of universe!
really aprreciate your sharing experience.
👏
Ahh.. This happened to me too! Thanks for ur comment, it helps!!! And also thx Quirk for the tutorial! :D
Bless you!
YES! Thank you! all i need now is a time machine to go back 24 hours...
thanks a lot!! it saves my life
Finally i've found a tutorial that WORKS! I've watched so many tutorials that were 5 times longer than yours and most of the times worked poorly. Your tutorial is perfect, easy to follow and clear. Thanks a ton :)
hello baddie
thanks for saying that and happy it's helpful to you. let's be creative together!
Same here, so many of them are super long and never work, first one that works. Thanks 😎
@@ix-fx They don't work if you don't do the retargeting of each bone precisely, but you only need to do it once, then you can use the IK retargeted. You want to scale the MH tot eh exact size of the Mixamo as well as straighten the initial pose to make it 100% match to the other structure, the more you do that accurately the more the move becomes similar to the original skeleton.
@@BoominGame yeah I'm finding that by just applying the animations my MH changes shape, seems to get taller.
@@christiandebney1989 But does it move properly? Because it's the same difference between a sound kung-fu move and break-dance without retargeting the bones....
This is absolutely the BEST tutorial on Mixamo retargeting, you've also explained the stretching issue end resolved in the comments. Thank you very much!❤
Thank you for your precious comment and support!
THANK YOU SO MUUUUCH!! I been following several tutorials on metahuman animation but my MH's hands were glitched. And I fixed this problem by following your video, amazing!!!
Thanks for that! Happy
oh my god YOU JUST SAVED ME HOURS THANK YOU THANK YOU
hello :)
good to hear that! we saved our hours! so let's be creative!
아....한국어로 번역된 강의 너무 행복해요오 쓰앵님 복받으세요
감사합니다. 좀 오래 쉬었네요. 새로운 튜토리얼을 만들 때가 되었네요.
thank you so much!!!! I watched so many other tutorials and This is the only video I followed and make my animation works with the metahuman TAT
good to hear that and thanks for letting me know you did that. And thanks for your support!
Hey, I followed the tutorial! Great!!
I'm only stuck on the pivot point, I've followed every step but it's still floating above my pivot point.
(Woman, medium)
Retargeting to "SK_Manequin" seems to work. I'm not sure if that will cause any problems later?
@@TRABITY thx and happy that it was helpful! If it works it would be fine. Once it’s done, go to level sequence and bake animation with your Metahuman then I guess it will be alright.
Thank you so much for this. Eagerly waiting for the next part.
thx for watching! next tutorial will be uploaded tomorrow. hope it's helpful. 😜
Thank you! I've spent so long messing around with IK retargeting, this is a dream! :)
Hello :) Good to hear that!
worked like a charm, other tuts I followed were not giving me correct result
영상 잘 보고 있습니다.!! 언리얼 엔진을 처음 접하는 저로써는 중간 중간 빨라지는 속도가 익숙치가 않아서 아쉽지만 이런 고 퀄리티의 영상을 제작하시는 분이 한국 분이신 것 같아서 국뽕이 차오르네요!!!
좋게 봐주셔서 감사드립니다.
마이너한 부분들은 속도를 빠르게 해놓았습니다. 잠시 멈춰 두시거나 재생속도를 느리게 설정하시면 따라오시는데 도움이 되실거에요.
국뽕이라니 과찬이십니다.
@@HQ-PARK 국뽕 맞습니다.. ㅠㅠ혹시 언리얼 강좌 같은건 계획 없으시죠?
현재는 따로 계획을 가지고 있지는 않습니다만 사람 일은 또 모르는 것이니 가능성은 늘 열어두겠습니다. :) @@dkrndosk7639
정말 감사합니다. 몇일째 고민하고 있었는데 딱 원하던 걸 찾을수 있었네요!!!감사합니다.
도움이 되었다니 기쁘네요.
오늘도 아름다운 하루 보내세요!
This workflow is such a relief! Thank you
Do you also know how to do this with the free Rokoko AI?
i teseted it before but I didn't quite satisfied so I don't use it.
정말 좋은 영상입니다. 이제 막 언리얼엔진을 배우고 있는 패터너겸 CLO3D 유저입니다. 많은 도움이 되었습니다~! :) 실물 제작 가능한 패턴 설계 + CLO또는MD + 언리얼 조합이면 상당한 시너지 나올거 같은데 스터디 한번 열어주세요~ㅎㅎ
감사합니다. 오 패터너 분이시군요. 디지털화 패턴을 언리얼이나 다른 3D소프트웨어로 가져가면 할 수 있는 것들이 무궁무진해지죠. 그런데 스터디란 것이 어떤건가요? :)
와 간결하고 딱 필요했던 정보들인데 이렇게 정리해서 공유주셔서 넘나 감사드립니다~~!!!
도움이 되었다니 기쁘네요. 감사합니다.
너무나도 높은 양질의 자료로 큰 도움을 받았습니다. 이런 좋은 영상을 만들어주셔서 고맙습니다!
도움이 되었다니 뿌듯하네요. 감사합니다.
great video! thanks!
hermoso tutorial, gracias!
Gracias !
My metahumans stretch when i apply the mixamo animation to them even after converting it to MH anim... the entire body seems to stretch.
hello universe. watch my other tutorial. [5 Usefull Tips ~~~~]
Hey Quirk, thank you so much for the tutorial, I could follow everything without problem except ....for one! I am using a metahuman that has a " female medium unw" skeletal mesh and when I set the animation in the animation mode settings, the body becomes all stretched out. Any idea how to solve the scaling problem?
Hello Randy. I think you should try this.
Double click - animation sequence.
Click - Skeleton Tree(left top)
Click - option icon(next to search bar)
Check- [Show Retargeting Options]
Select - [spine_01] to [thigh_twistCor_02_r_dyn]
*except* root(leave as 'Animation'), pelvis(leave as 'Animation Relative')
Mouse R.click - *Recursively Set Translation Retargeting Skeleton*
Note
*Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton].*
Then save and try playing the animation again.
@@HQ-PARK Amazing, that solved it! No more weird stretching, thank you so much!
@@RandyKadarman 😉good to hear that you got this! good job!
@@HQ-PARK THANK YOU BOTHER!!!! U ARE MY SAVER
hi bro, I dont know why when I put the animation on metahuman the body and head were disintegrating while walking
I guess it’s because animation. I think I solved it with using UE retargeter instead of this method. But normally it wouldn’t happen.
고마워요 큰 도움 됐습니다
도움이 되었다니 기쁘네요. 멋진 작품 만드시길!
Very useful :)
When I added the metahuman from Quixel bridge to the unreal viewport, it wasn’t added as a whole but with the head and body separated. Does anybody know how to fix this? Thanks for the tutorial! 🙌
try disabling tshirts and pants in Metahuman creator. your mh version must be naked.
@@HQ-PARK thanks for the tip! I will try that 🙌
I found out what was going on. I needed to click on 'enable' on all the dialog boxes I got when adding the metahuman 😅
HEY, i have a mac was wondering if theres an alternative app instead of the coverter? its windows focused only
hello universe. if you're not able to use Mixamo Converter, well I think you should find some other tutorials like 'mixamo to metahuman' for retargeting animations mannually.
(mannual retargeting is easy so you could do it)
how do you get the clothes to flow like that? I have a lot of clothes I want to get off of the art station but would love to learn how to make the clothes do what they do in your video
hello universe. you should watch other tutorials on my yt channel.(ie: Metahuman to Marvelous Designer) that'll be helpful.
🙏 thank you
thank you for your support! :)
this is the best and most helpful this year!!!! and one question, im making my own charater rn, so the body shape is quite werid, my step at your video 6:50 looked really bad! the rig didnt match at all how can i fix it?
@@yiranzhou8641 you can watch Tip and fix tutorial in my video to fix it. But from ue5.4, retargeting got pretty easier. You could find many great tutorials on UA-cam! Cheers!
@@HQ-PARK thanks for your reply!!!!
You are an artist. Question: Can we use un5.2?
Hello! Thanks for saying that! Yes I checked on 5.2 and it worked
Thank you for this tutorial. We have added it to the Mixamo Converter application. Best regards
Wow, thank you so much for creating the Mixamo converter. You've saved us a lot of time, and I'm glad you even added my video to the app.
@@HQ-PARK you're appreciated too! Your tutorial is aiding us in perfecting the solution and enhancing the experience for the community.
please make it possible to download the plugin without having to download the launcher, thank you
Hello, thanks for this amazing tutorial. How do you make the metahuman in the animation walk without advancing?
Thanks for you comment.
You should check ‘in place’ in Mixamo before you download the animation.
@@HQ-PARK Thanks, great.
Can I use this method on a project where I already have my metahuman into the scene but it has been modified in height via controlrigs? like how will the animation perform if the skeleton has been modified? is there a way to apply mixamo animations on a modified metahuman (i literally just raised up the waist rig a bit) ? thank you so much in advance!
If retargeting is correctly done, I don’t think there could be no problem. From ue5.4, there’s new function for auto retargeting. You could find many tutorials abt it.
안녕하세요! 정말 멋진 강의 한글로 볼 수 있어서 고맙습니다..! 제가 딱 찾고있던 강의였는데 너무 좋습니다.
그런데 한가지 문제가 있는데요, 메타휴먼을 노인을 가져왔는데 애니메이션을 입히면 체형이 바뀌어 버립니다...
애니메이션에서 리타겟 소스를 메타휴먼 바디로 변경하면 조금 나아지긴 하지만 전체적으로 체형이 뒤틀려버리네요,, 어떤부분이 문제일까요..?
안녕하세요. 혹시나 하는 마음에 한글 자막을 달았는데 많은 분들이 봐주시고 댓글 달아주셔서 감사하네요.
[조금 나아지긴 하지만 전체적으로 체형이 뒤틀려버리네요.] 이 내용이 조금 이해가 가지 않습니다.
체형이 인간과 같지 않게 뒤틀리는 건가요? 아니면 조금 나아지긴 하는데 원본과 다른 체형이 되는건가요?
저도 같은 문제가 발생합니다. 골격 자체가 변해요. 키가 커진다든가 어깨가 좁아진다든가@@HQ-PARK
저는 키 작고 뚱뚱한 남자 체형인데, 이 과정을 거치면 키가 커지고 어깨도 좁아져요
뷰포트나 레벨시퀀스에서 확인해도 똑같은가요? 저도 애니메이션 시퀀스를 더블클릭해서 들어가서 보이는 애니메이션에서는 최초에 프리뷰메시가 m_med_nrw_body로 되어 있어 골격이 변해서 보입니다.(여기서 프리뷰 메시를 원하는 MH로 적용하면 안됩니다.) 레벨시퀀스에서 원하는 메타휴먼에 적용하고 다시 베이킹을 하여 새로운 애니메이션시퀀스를 생성하면 올바른 메시들이 적용되어 그런 현상은 해결됩니다. 꼬마체형과 뚱뚱한 체형 다 확인해보았을 때 정상 작동하는 것을 확인했습니다. @@ialwake
Is it possible to use animations for metahumans body with face animations made in sequencer?
yes. mister
Thank you for your work. I was going to start with part 2 as I have my own motion capture, though I wanted to follow along your whole work flow to reduce chances of error.
It is correct that I cannot upload animations to Mixamo?
Anyway, I will continue and see if I can follow your tutorial with my own animations.
Thanks again!
yes, that'd be good to watch whole workflow then you develop these to your way. absorb it bro.
i didn't understand 'can't upload animations to mixamo' . you can only upload character mesh to mixamo and download animations from mixamo then use them in unreal engine(or any 3d software).
did you notice any change in body shape after applying the animation to metahuman? cuz my MH got taller idk why, also the shoes flaps got elongated
check my other tutorial about tips. that might be helpful.
@ yeah solved it! Ty!
Hello ! Do you think you can make a tutorial on how to create a metahuman character from pics ? And then we can use it, make animations with it etc :D thanks !!!! cool video i will try it now
Hello again :)
I've tried converting image to metahuman through Blender before.
But I wasn't happy with the results. If I find a good way to do it, I'll make a tutorial.
Hi quirk
I have been following your tutorial and I got stuck at min 9. When I set the body to ''Use animation Asset'', the head is not following along. I tried the solutions you gave in the comments but it didnt work :(( HELP
hello universe.
And I recently noticed that when I applied this to a woman, it didn't work.
However, I tried applying [m_tal_unw_body](male mh) to a female metahuman and found that it does work - weird, but it works.
I tried your tutorial again. step by step. I even made a different charecter. it just seems like the charecters that have been modified in the Metahuman creators dont pickup the animation asset. It works fine on the assets that already exsist in the metahuman library but not the ones I created myself.
And the ones in the library come with clothes :D dont know how to remove the clothes 😬 (super basic knowledge of UE here)
hello universe, If you have followed the tutorial exactly and the Mixamo animation is not being applied to your MetaHuman, you may not have applied the settings in the tutorial correctly.
You can disable tops and bottoms in MetaHuman Creator (WEB).
(It is normal that this tutorial should work correctly even with clothes on).@@maddiekarlsen
Thank you for explaining. I managed to fix it. Somehow I was doing the steps correctly, but the animation was not sticking. I removed UE and reinstalled it and it worked :///
Also thanks for the update video. it solved all these strechy charecter and pivot problems I had :D
@@HQ-PARK
good to hear that! sometimes, re-install is solving everything ㅋㅋㅋㅋ
go to next step for your dream! @@maddiekarlsen
hola! primero agradecerte por el tutorial :) tengo una duda: puede suceder que dependiendo la version de unreal o marvelous cambien las configuraciones en las ventanas de exportaacion de fbx? intento seguir todos los pasos pero aparecen ventanas con opciones distintas a las que veo en tu video
Can you tell me what's different?
Of course, different versions may have different option values, but I believe they are mostly the same.
¿Puede decirme qué es diferente?
Por supuesto, las diferentes versiones pueden tener diferentes valores de opción, pero creo que son en su mayoría los mismos.
@@HQ-PARK gracias por responder! no podia avanzar porque tenia la version 5.2 y salian otras opciones que no me dejanban claro el procedimiento :) ahora no me queda claro como exportar las poses de unreal a marvelous :(
@@Freddymarcano If you look at my other tutorial, it shows how to export a metahuman with animations to marvelous designer (using blender), you might want to take a look.
Si miras mi otro tutorial, muestra como exportar un metahumano con animaciones a marvelous designer (usando blender), puede que quieras echarle un vistazo.
@@HQ-PARK graciaaaaaaaas
Hi Quirk, I'm having trouble with this tutorial. At 8:02, you mention importing the metahuman from Bridge, but when I do, I can only see the hands and feet, or the head (without textures). Any idea what might be causing this issue?
hello universe.
This looks like the body is not importing properly (if you only see the hands and legs, you must have imported a metahuman with a split top and bottom).
This is not normal. You will need to try various things. For example, try a different version or try importing a different metahuman so you can check which step is issue, or maybe it just take a long time for loading shader.
If you are studying my pipeline for exporting MetaHuman to Marvelous Designer/CLO, you can create MH version without the top and bottom by selecting the MetaHuman in the quixel bridge and clicking [START MHC] to import it, which should be fine as it will combine the body, hands, and feet.
Thank you! It worked! I just can't figure out how I can capture the person with animation and render it? How do I make the animation appear in the sequencer?
Hello there.
check this link: ua-cam.com/video/ge95eSWHT6g/v-deo.html
this will show you how to set MetaHuman with animation in sequencer.
and to render it, you need to study about 'movie render queue'. this will may be uploaded in near future.
or you can check @WilliamFaucher . he's got brilliant tutorial about movie render queue.
@@HQ-PARK Thank you so much!!! Something I didn't think it could be in this video of yours.....
thx bro
you're welcome
Hello, I hope you'll reply and solve my issue as this is the best tutorial for what I'm doing
The issue i'm having is after everything is done, When you Add level sequence the Sequence is showing animation in timeline but it's different for me. My character is animating in the level but it's not showing in Level Sequence Issue. What could be the issue? Please reply it would be a great help
hello universe. it's pre-made level sequence for the video. you better check part2 to complete for putting them in your level sequence. I think I need to record whole process for beginner :)
Hello, thanks for the tutorial, this still work in 2024? are u still using the same process? thank you
this may still work mate but from ue5.4 there's auto retargeting function which you can directly retarget mixamo to metahuman in ue.(you could find many tutorials on youtube).
@@HQ-PARK Thank you :) I found a tutorial about it. Are you using the LiveSync plugin to import and export from ue to clo?
@@ricr8987 sometimes yes sometimes no. I needs to set required software version and someitmes it doens't work in my project. but it's pretty handy.
@@HQ-PARK Thank you for the reply :) And do you have a video tutorial on how to render inside Unreal? Your render looks very good. Or can you point to me a render tutorial? Thank you
@@ricr8987 To be honest, most of my videos don't have any special render values. I add extra setting somtimes, but I usually prefer to render with the default values or preset based on lumens.
My main focus is always to set up the lighting, post-process volume, and camera to look as realistic as possible 'in the viewport'.
Hey, I was following the tutorial and when I’m importing the metahuman animation mesh onto the MH folder I get this error “the following bones exist in the imported animation but not in the Skelton asset metahuman_base-skel
Can you help me out
Hello EmpticStudios.
This error is most likely due to a difference bone information between the animation you are importing and the MetaHuman base skeleton. This is most likely due to you doing something differently at some stage.
I recommend that you focus on the values you need to set in the import, export, etc. of this tutorial and try again.
If you have solved this, please leave a comment for others, it would be very helpful for those who have encountered the same problem as you.
@@HQ-PARKhanks, found the error, when setting the mesh I accidentally pressed quinn_simple, which I just need the quinn mannequin
@@EmpticStudios problem solved! yai. well done and thanks for letting us know how you fixed this!
why in place and not moving?
it will be easier to control location value in level sq when you use 'in place'. it just depends on your purpose.
HEY when i put the animaton to my metahuman it streches him to a taller person. is it normal? i floowed the process step by step
Exactly the same problem. The metahuman is stretched in length, and the hips are greatly moved apart.
Recursively Set Translation Retargeting Skeleton really helps. This is the best solution for retargeting Mixamo animations to Metahuman. Simple and fast. Thank you very much.
@@PonomarovSerhii where i enable that?
doi use the video and then do what you said?or search another solution?
Try this.
Double click - animation sequence.
Click - Skeleton Tree(left top)
Click - option icon(next to search bar)
Check- [Show Retargeting Options]
Select - [spine_01] to [thigh_twistCor_02_r_dyn]
except root(leave as 'Animation'), pelvis(leave as 'Animation Relative')
Mouse R.click - Recursively Set Translation Retargeting Skeleton
Note
Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton].
Then save and try playing the animation again.(Make sure you've followed the tutorial video exactly)
hello i dont have the hair when i finish the tutorial.. how to import it please
Hello hotbergina
If you close the distance to the metahuman, the hair will be visible and if you move away, it will not be visible. That's because of the LOD(Level of Detail).
*Here's a quick tip. *
1. select your metahuman
2. [Details](right side) - Double click [Edit in Blueprint]
3. [Components](left side) - select [LODsync]
4. [Details]-[LOD](right side) - set [Forced LOD] -1 to * 0 or 1*
5. Save
6. Check!
@@HQ-PARK thanks for your quick answers, i appreciate that. But... even if i am close, the hair is not here... i dont have hair or facial hair at all :((( do you have a discord or something in order that i record my screen ?
when i open the blueprint of the character , on the pannel of the component (left) i dont have hair, beard or anything. I added manually "groom component" and then try to put them all.., this is not normal....
@@hotbergina if you add your metahuman from quixel bridge then everything must be shown in viewport(that's default).
@@hotbergina discord.gg/uqKJckhr
Hi, excelent tutorial and tool, but I have a problem and is when I import to MH after all the process the MH is streched like long...it deforms the MH on the animations imported but I don't understand why, I have made from scratch the tutorial like 5 times.
try this one my friend
Double click - MH animation sequence.
Click - Skeleton Tree tab(left top)
Click - option icon(next to search bar)
Check- [Show Retargeting Options]
Select - [spine_01] to [thigh_twistCor_02_r_dyn]
except root(leave as 'Animation'), pelvis(leave as 'Animation Relative')
Mouse R.click - Recursively Set Translation Retargeting Skeleton
Note
Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton].
Then save and try playing the animation again.
Dude!!! You are a monster!!! Thank you soooo much!!! I'll let you know as soon as I finish my videogame so you can check the result!!!@@HQ-PARK
wow! looking forward to it! @@daniel-vergara-gamedev
Hi Bro... First of all, I want to express my gratitude because this tutorial has been incredibly helpful. However, I've encountered a problem. After using the 'retarget source assets' option from 'None' to the Metahuman body 9:37, the slipper mesh of the character gets distorted during the animation. I've been using custom Metahumans without clothes and shoes, only with slippers because I plan to use custom shoes. Any suggestions on how to resolve this issue?" 😇
Hello universe! Thx for your comment.
Better checkout my recent tip&fix tutorial.
And if retarget source asset doesn’t work well for you, you can just edit transform z axis of Metahuman.
@@HQ-PARK If I don't use the 'retarget source assets' option, I encounter a foot sliding issue. Do you have any tutorials on how to add custom shoes to Metahuman? I'd like to give it a try and see if adding the shoes can resolve the problem.
I haven't made it yet. if you want to use custom shoes, select sneakers when you custom your metahuman in metahuman creator. it would have better performance. @@JackNack-pz5wr
I disappeared as soon as I see the word blender, which in my opinion is the most pointless tool in this field
I don't agree with your perspective but I respect your opinion.
hey, im having some troubles, do you have discord or other platform where we can discuss this?
Temporary discord.gg/5zEbbhFB