Morph Targets in Unreal Engine 5.2 Sequencer

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  • Опубліковано 16 січ 2025

КОМЕНТАРІ • 74

  • @prasinshrestha2772
    @prasinshrestha2772 Місяць тому +2

    straightforward, easy to follow, and exactly what is needed! Thank you!

  • @deygus
    @deygus Рік тому +6

    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!

  • @jaimepena2052
    @jaimepena2052 2 місяці тому +1

    Thank you very much! Your video was exactly what I was looking for

  • @warrenzechnas
    @warrenzechnas 5 місяців тому +1

    Super! super! useful tutorial. Amazing video. Thank you!

  • @caevialto5044
    @caevialto5044 9 місяців тому +1

    This is a sanity saving video, Kudos.

  • @ChristianKrupa
    @ChristianKrupa Рік тому +1

    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!

  • @gamedevinspire
    @gamedevinspire 2 місяці тому +1

    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!

  • @sammedia3d
    @sammedia3d Рік тому +1

    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

  • @구찌맘-m1b
    @구찌맘-m1b 2 місяці тому +1

    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)

  • @d.d5510
    @d.d5510 2 місяці тому +1

    Thank you for your video! It’s save my life! :D

  • @우이니
    @우이니 Місяць тому

    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.

  • @Exterminator.2.8
    @Exterminator.2.8 9 місяців тому +3

    when i use the anim instance its red and doesnt work

  • @rodrigosotoaltamirano3543
    @rodrigosotoaltamirano3543 8 місяців тому +3

    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

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  19 днів тому

      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.

  • @iggorr25
    @iggorr25 4 місяці тому +1

    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...

  • @PeterLeban
    @PeterLeban 8 місяців тому +1

    Life-saver! Thanks for sharing!

  • @ninjagraphics1
    @ninjagraphics1 Рік тому +1

    Huge thanks for making this!

  • @MatthewSkurow
    @MatthewSkurow 8 місяців тому +1

    Great tutorial, thank you!

  • @FsilvaLBX
    @FsilvaLBX 8 місяців тому +1

    Thank you Sir! Great tutorial!

  • @gabocavallaro
    @gabocavallaro 7 місяців тому +1

    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

    • @philipmangione
      @philipmangione 7 місяців тому +2

      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

    • @gabocavallaro
      @gabocavallaro 7 місяців тому +1

      @@philipmangione thanks !! I’ll try it

  • @slumsnake1303
    @slumsnake1303 4 місяці тому +1

    Very usefull, thank you!

  • @kevCarrico
    @kevCarrico 4 місяці тому +1

    great viceo - thank you!

  • @JamesTrue
    @JamesTrue Рік тому +2

    Thank you!!!

  • @trkWIN
    @trkWIN Рік тому +2

    Thank you soooo much! brilliant!

  • @UrbanSLUG
    @UrbanSLUG 3 місяці тому +1

    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

    • @grit-mike
      @grit-mike 3 місяці тому

      My thought exactly. I want other animations to play in sequencer on my character's skeletal mesh combined with the morph targets.

  • @erickendoka2953
    @erickendoka2953 6 місяців тому +1

    Thank you!

  • @juanjotresde
    @juanjotresde 10 місяців тому +1

    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.

    • @juanjotresde
      @juanjotresde 10 місяців тому

      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.

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  19 днів тому

      @@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.

  • @bartosz_weber
    @bartosz_weber 9 місяців тому +1

    Thank you kindly, good sir :)

  • @hotsauce7124
    @hotsauce7124 Рік тому +2

    Question: What if you are using UE5 Control Rig? Can you use Control Rig controllers to key frame the morph targets in sequencer?

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  Рік тому

      That's a really good question, and I'll get back to you once I've got a definitive answer.

    • @widituyul2410
      @widituyul2410 11 місяців тому +2

      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

    • @widituyul2410
      @widituyul2410 11 місяців тому +2

      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

    • @hotsauce7124
      @hotsauce7124 11 місяців тому

      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
      @MarkHennessyBarrett  9 місяців тому +1

      @@widituyul2410 I'm definitely doing another tut that will cover Control Rig!

  • @mooseg12
    @mooseg12 8 місяців тому +1

    Thank you

  • @BeetleCarTDI
    @BeetleCarTDI 6 місяців тому +1

    How do I use other animations with this blueprint?

    • @BeetleCarTDI
      @BeetleCarTDI 6 місяців тому

      To use other another animations with morphs use the slot default node in the animate graph page. Plug it in with the input node

  • @StevesVariousStuff
    @StevesVariousStuff Рік тому +7

    "It's really not rocket surgery" 🤣🤣

  • @vacstar
    @vacstar Рік тому +1

    It was useful to me :-) Thx !

  • @mikailmaqsood818
    @mikailmaqsood818 8 місяців тому +1

    Thank you :)))))

  • @angeldart3D
    @angeldart3D 10 місяців тому +1

    LifeSaver!

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  10 місяців тому

      I live to give.

    • @angeldart3D
      @angeldart3D 10 місяців тому +1

      @@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.

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  10 місяців тому

      @@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.

    • @angeldart3D
      @angeldart3D 10 місяців тому +1

      As it is works flawless, its just 1 character. @@MarkHennessyBarrett

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  10 місяців тому

      That's good to hear. Thank you,@@angeldart3D

  • @murat9501
    @murat9501 Рік тому +1

    I'm bake animation but not working how can i bake ?

  • @TheBurdDukem
    @TheBurdDukem 9 місяців тому +1

    God bless u

  • @BenVost
    @BenVost Рік тому

    What a palaver! Is there not a blueprint or something to import an object's morph targets?

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  Рік тому +4

      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.

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  Рік тому +4

      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

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  4 місяці тому +1

      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.

  • @InitialStates
    @InitialStates Рік тому

    Lightwave ? Does it still exist ?

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  Рік тому +1

      I'm pretty certain you can see me using it in the video.

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  Рік тому +1

      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.

  • @homienum2121
    @homienum2121 5 місяців тому +1

    LOL ill like some real time in my real time please 😂😂😂😂

    • @MarkHennessyBarrett
      @MarkHennessyBarrett  19 днів тому

      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.

    • @homienum2121
      @homienum2121 19 днів тому +1

      @@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

  • @smfknj6010
    @smfknj6010 2 місяці тому +1

    Thank you!!