Thanks man! I'm currently working on a 3d Platformer in UE5 and trying to figure out a decent approach to some basic simple facial animations without getting overly complex and I knew of shape keys and basic morphs but wasn't sure if it'd be possible to do that and you did it. Thanks for the help here!
Nice Mark! I needed this just this week in order to try and translate some fakery I’ve done in blender into something that will look similar in unreal 🤘✊ lovely to hear that unmistakable accent again too, it’s been far too long!
many thanks for this video man , one question btw , is there a way to use csv file for custom characters?(same name as AR KIT) , neither recording live from live link face app nor using a csv (baked) works in sequencer , and i dont know why!
WOW This is GOLD!! Thanks a lot! Im a beginner in UE and this piece really helped me further! Just Subbed! I hope you can do more vids about Sequencer tasks
Can't I use the character control icon and morph target together in the sequence? It can be adjusted when there is only morph target value, but the moment you add the character control icon, the morph target value is initialized and becomes out of control.
Thanks for the video! for some reason everything is working except on the Cinematics, I cant manage to control the Morhp Target from the cinematics/keyframes, any ideas why? Im on 5.3
Thanks super usefull, one quick question if Ive got a skeletal mesh, can I also access and animate the bones in Sequencer with Anim Blueprint? or for that I need to do it with Control Rig
Yes this can be done, this video explains it well. In the part when right-clicking and baking to rig, there is also an option to bake to an "FK rig" if you want to animate with the bones directly. ua-cam.com/video/aHQiQ3RpkKY/v-deo.html
I'm kinda new to unreal, anyone know how I would go about if I want to add the animation blueprint to the skeletal mesh? I've animated a skeletal mesh in the Sequencer and want to be able to controll the morph tagets for that skeletal mesh as well. When trying to add animations to the ABP version the animation is not showing
Another one using same ancient and venerable DCC...now testing an easy alternative , "Unreal Control rig"... shows up all "endomorphs" just like LW does, very easy to create facial animation. No BP. However that way takes over all the rig, not just superimpose morphs, so I can not combine mocap with facial morphs. Do you have the same problem combining morphs with any other animationat the same time?. Thanks.
mmm...it seems it doesn't work superimposing to other animations...in my case morphs are blinks. if I do it your way skeleton stops working so I can not combine a walking character that blinks. Or I'm missing something. 30 years using LW versus 6 months trying to combine within UR. The only way I know to keep blinking & walking is embebbing blinking curves into walking cicle. But I need to combine multiple morphs + skeletal animations & cycles. Again I think I must be missing something.
@@juanjotresde I'm planning on looking into how to use morphs with Control Rig when I get a chance. I heard someone mention that they're called Endomorphs, funnily enough what good ol' LightWave used to call them.
animate with control rig then add staticmeshcomponent0 then edit with fk controle rig (add morph target )then bake animation seq in new animation preset ,then add new cinematatic sequnce and then add that preset animation and render
I feel there is a way to add the Morph targets as curves to the Control Rig itself, just like you would do in Maya or Blender etc. I feel there is a way to use the controls in Control Rig as slider controls to animate the Morph targets. I feel the Control Rig Controls would have a 0-1 range just like the Morph targets range. Once the Morph target curves are hooked into the Control Rig, we would just need one control rig in Sequencer to animate with. There would not be a need for switching to FK rigs and baking the morph targets. Its just so difficult figuring how to link the Morph target curves to Control Rig controls. Why couldn't Epic give us a template to learn from or make it easy to do like Maya? Its almost impossible to find this information for UE5 Control rig.@@widituyul2410
@@MarkHennessyBarrett thanks a lot. I was doing a sequence of a realistic character with curves groom and wanted to animate some blendshapes I give it on blender, and wasnt able to realize how to add the morphs to the sequencer, pretty complex to a thing that should be with couple of clicks by thanks to your videos was able to figure out.
@@angeldart3D If I learn of an easier way, I'll update the video. At least everything uses namespaces, so if you've got multiple characters as long as they're using the same names across assets for morph targets/blendshapes you should at least be able to swap rigged meshes between common blueprint setups.
They import just fine with the model. This is one relatively quick way to make a blueprint to make them usable in Sequencer. Bear in mind, this is a game engine. By default it's expecting to access all this stuff through code. This is the simplest code I've found to expose morphs usefully in Sequencer.
Okay, Ben of my Heart. Been thinking about what you've said. As long as you've used the same names for your morphs, you can swap one geo for another and the same blueprint will Just Work. So don't be an amateur about your own namespaces and you're golden. Happy, mush? :D
marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/morph-target-stacker There you go, mate, someone wrote a plugin for it.
Flippancy aside, I've got about 25 years of work history in .LWO and .LWS file formats. Getting a smooth process for porting stuff from those ancient and venerable formats into the new hotness is something of a priority.
Having used UE mainly for cinematics from 2019-2023 I can say with confidence that going from 0 to rendered final takes a lot of the same time. Iterations can go faster, but between tech persnickettiness, shader compiles and using a game engine as a render engine it comes down to "Do you want to do your waiting first, or do you want to do your waiting last?" If I do my waiting first, though, then the rewards in being able to render *a lot* are nice.
@@MarkHennessyBarrett agreed plus 'i can render alot' for me i have to render alot because 90% of times i don't like my lighting so i change it most of the time and unreal does make it very easy and fast
straightforward, easy to follow, and exactly what is needed! Thank you!
Thanks man! I'm currently working on a 3d Platformer in UE5 and trying to figure out a decent approach to some basic simple facial animations without getting overly complex and I knew of shape keys and basic morphs but wasn't sure if it'd be possible to do that and you did it. Thanks for the help here!
You're most welcome! I live to give.
Thank you very much! Your video was exactly what I was looking for
Super! super! useful tutorial. Amazing video. Thank you!
This is a sanity saving video, Kudos.
да пиздец
Nice Mark! I needed this just this week in order to try and translate some fakery I’ve done in blender into something that will look similar in unreal 🤘✊ lovely to hear that unmistakable accent again too, it’s been far too long!
many thanks for this video man , one question btw , is there a way to use csv file for custom characters?(same name as AR KIT) , neither recording live from live link face app nor using a csv (baked) works in sequencer , and i dont know why!
I'll get back to you on this one.
WOW This is GOLD!! Thanks a lot! Im a beginner in UE and this piece really helped me further! Just Subbed! I hope you can do more vids about Sequencer tasks
Sure thing! I live to give.
Thank you for the wonderful lecture.
I have a question.
Is it possible to apply grooms to files that have been worked on like videos?(Hair and beard)
Thank you for your video! It’s save my life! :D
Happy to help!
Can't I use the character control icon and morph target together in the sequence? It can be adjusted when there is only morph target value, but the moment you add the character control icon, the morph target value is initialized and becomes out of control.
when i use the anim instance its red and doesnt work
Thanks for the video! for some reason everything is working except on the Cinematics, I cant manage to control the Morhp Target from the cinematics/keyframes, any ideas why? Im on 5.3
I'm not entirely sure. I''ll have a quick look and see if things are different in 5.x and get back to you.
This is very cool! I can not figure out how to combine these Morph Targets to a Mixamo Rigged character and the MoCap animations from Mixamo...
Life-saver! Thanks for sharing!
Huge thanks for making this!
Great tutorial, thank you!
Thank you Sir! Great tutorial!
Thanks super usefull, one quick question if Ive got a skeletal mesh, can I also access and animate the bones in Sequencer with Anim Blueprint? or for that I need to do it with Control Rig
Yes this can be done, this video explains it well. In the part when right-clicking and baking to rig, there is also an option to bake to an "FK rig" if you want to animate with the bones directly. ua-cam.com/video/aHQiQ3RpkKY/v-deo.html
@@philipmangione thanks !! I’ll try it
Very usefull, thank you!
great viceo - thank you!
Thank you!!!
I live to give.
Thank you soooo much! brilliant!
You're welcome!
I'm kinda new to unreal, anyone know how I would go about if I want to add the animation blueprint to the skeletal mesh? I've animated a skeletal mesh in the Sequencer and want to be able to controll the morph tagets for that skeletal mesh as well. When trying to add animations to the ABP version the animation is not showing
My thought exactly. I want other animations to play in sequencer on my character's skeletal mesh combined with the morph targets.
Thank you!
Another one using same ancient and venerable DCC...now testing an easy alternative , "Unreal Control rig"... shows up all "endomorphs" just like LW does, very easy to create facial animation. No BP. However that way takes over all the rig, not just superimpose morphs, so I can not combine mocap with facial morphs. Do you have the same problem combining morphs with any other animationat the same time?. Thanks.
mmm...it seems it doesn't work superimposing to other animations...in my case morphs are blinks. if I do it your way skeleton stops working so I can not combine a walking character that blinks. Or I'm missing something. 30 years using LW versus 6 months trying to combine within UR. The only way I know to keep blinking & walking is embebbing blinking curves into walking cicle. But I need to combine multiple morphs + skeletal animations & cycles. Again I think I must be missing something.
@@juanjotresde I'm planning on looking into how to use morphs with Control Rig when I get a chance. I heard someone mention that they're called Endomorphs, funnily enough what good ol' LightWave used to call them.
Thank you kindly, good sir :)
Question: What if you are using UE5 Control Rig? Can you use Control Rig controllers to key frame the morph targets in sequencer?
That's a really good question, and I'll get back to you once I've got a definitive answer.
animate with control rig then add staticmeshcomponent0 then edit with fk controle rig (add morph target )then bake animation seq in new animation preset ,then add new cinematatic sequnce and then add that preset animation and render
basically you need to create new animation with morph target and body controle rig combine them to new animation via bake animation seq and render
I feel there is a way to add the Morph targets as curves to the Control Rig itself, just like you would do in Maya or Blender etc. I feel there is a way to use the controls in Control Rig as slider controls to animate the Morph targets. I feel the Control Rig Controls would have a 0-1 range just like the Morph targets range. Once the Morph target curves are hooked into the Control Rig, we would just need one control rig in Sequencer to animate with. There would not be a need for switching to FK rigs and baking the morph targets. Its just so difficult figuring how to link the Morph target curves to Control Rig controls. Why couldn't Epic give us a template to learn from or make it easy to do like Maya? Its almost impossible to find this information for UE5 Control rig.@@widituyul2410
@@widituyul2410 I'm definitely doing another tut that will cover Control Rig!
Thank you
How do I use other animations with this blueprint?
To use other another animations with morphs use the slot default node in the animate graph page. Plug it in with the input node
"It's really not rocket surgery" 🤣🤣
It was useful to me :-) Thx !
Thank you :)))))
LifeSaver!
I live to give.
@@MarkHennessyBarrett thanks a lot. I was doing a sequence of a realistic character with curves groom and wanted to animate some blendshapes I give it on blender, and wasnt able to realize how to add the morphs to the sequencer, pretty complex to a thing that should be with couple of clicks by thanks to your videos was able to figure out.
@@angeldart3D If I learn of an easier way, I'll update the video.
At least everything uses namespaces, so if you've got multiple characters as long as they're using the same names across assets for morph targets/blendshapes you should at least be able to swap rigged meshes between common blueprint setups.
As it is works flawless, its just 1 character. @@MarkHennessyBarrett
That's good to hear. Thank you,@@angeldart3D
I'm bake animation but not working how can i bake ?
check hatsauce7124 reply
God bless u
What a palaver! Is there not a blueprint or something to import an object's morph targets?
They import just fine with the model. This is one relatively quick way to make a blueprint to make them usable in Sequencer.
Bear in mind, this is a game engine. By default it's expecting to access all this stuff through code. This is the simplest code I've found to expose morphs usefully in Sequencer.
Okay, Ben of my Heart. Been thinking about what you've said.
As long as you've used the same names for your morphs, you can swap one geo for another and the same blueprint will Just Work.
So don't be an amateur about your own namespaces and you're golden.
Happy, mush? :D
marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/morph-target-stacker
There you go, mate, someone wrote a plugin for it.
Lightwave ? Does it still exist ?
I'm pretty certain you can see me using it in the video.
Flippancy aside, I've got about 25 years of work history in .LWO and .LWS file formats. Getting a smooth process for porting stuff from those ancient and venerable formats into the new hotness is something of a priority.
LOL ill like some real time in my real time please 😂😂😂😂
Having used UE mainly for cinematics from 2019-2023 I can say with confidence that going from 0 to rendered final takes a lot of the same time. Iterations can go faster, but between tech persnickettiness, shader compiles and using a game engine as a render engine it comes down to "Do you want to do your waiting first, or do you want to do your waiting last?"
If I do my waiting first, though, then the rewards in being able to render *a lot* are nice.
@@MarkHennessyBarrett agreed plus 'i can render alot' for me i have to render alot because 90% of times i don't like my lighting so i change it most of the time and unreal does make it very easy and fast
Thank you!!