Hey mate:) Thank you for the kind words thats really nice to read:) I appreciate it:) Im happy it helped and just FYI there is a newer version of this tutorial right here ua-cam.com/video/d5o_DsxchWI/v-deo.html :) have a great sunday mate:)
@@imagineeverything - Appreciate your like and reply. :) Will check out the updated version. Am in the midst of trying retargetting using mixamo animation to a metahuman for a movie clip. Wish me luck. :) Have a fab week and thanks once again.
@@metatronorder3565 Anytime mate:) My next vid Ill start with re targeting. There 2 ways . Ill cover the easy version soon then the harder version for metahuman next:) Have a great day:)
Thanks Dr. Imagine Everything! - good stuff To create a new metahuman(MH) animation(or a single frame new "static pose") WITHOUT needing to have a Level Sequence created and in the level: Temporarily create a level sequence and animate the MH as seen in this video. When finished, in the "Body" track(left side of level sequencer), right click -> Bake Animation Sequence. Save the sequence somewhere with a useful name. Remove the level sequence(and the level sequence actor in the level). To apply this new saved animation sequence to your MH, pick on the BP metahuman in the scene: Click on the 'Body' skeletal mesh component. [Animation Mode] to 'Use Animation Asset' [Anim To Play] to the sequence you just created.
Yo thank you mate and thanks for the nice tips and adding them here. We will definitely get more into baking out animations and learning how yo use mocap with the rig etc. Thanks again buddy and have a great weekend:)
Hey, this is cool. Thanks! Do either of you know how to convert a metahuman to a static mesh... with hair? Actor > Convert BP to static mesh unfortunately ignores the hair? I'll likely have many people in the scene and too many BP's may crush performance? As I only need static people perhaps it's a good idea to keep my BP metahumans in a different file and bake out various poses to static meshes for import? Also, is there and alternative to Actor > Convert BP to static mesh? I guess I don't really want to convert the BP - just extract various poses along the animation sequence. Any help very much appreciated! Thanks.
@@newearth33 Hey I didn't see this comment. So you can dissolve a BP. I would duplicate it and dissolve it then convert all the elements to a static mesh. Groom you would need to disable physics bit not to sure if you can fully convert it to a static mesh. I would use a cheap card hair instead of Groom for the background characters. So doing it like the way your doing it will work but the groom needs to be disabled in its attributes or details. Disable physics:) hope this helps and have a good one.
Another great video. This makes me wonder where are all those basic poses, including facial expressions that comes with your metahuman? I can't find them. Their pose folder is empty, yet UE5 in their documentation says they come with these poses and facial expressions that we get to try out when creating our Metahuman. Scratching my head big time.
Ah yes they are a bit of a trick to get to and use:) I’ll make a vid for this when I’m back :) it’s not very straight forward to find and use :) thank you mate :)
@imagineeverything Any video you post will be fun to watch. About an hour ago I finally figured it out. But still post because I see others have the same question.
This is really helpful in a lot of ways, thanks! Is there a way to simply put Metahumans into a default pose that will be maintained across all level sequences? I work in Architecture and need to take tons of still renderings, and I set up the stills to render using the StillRenderSetupAutomation Utility Widget (using UE 5.2) which sets up a level sequence for every still (which is a lot). I know I can go into each of the tons of sequences and pose them, but this will take forever. And I know there's a way to save a posed skeletal mesh asset as a static mesh, as I can see the option in my Metahuman's skeletal mesh asset. But I can't "Make Static Mesh" from the Metahuman's whole body, just parts that are visible in the Skeletal Mesh Asset. Making a static mesh from a posed MH would be ideal for me, because then I wouldn't have to deal with all the sequences. I can't find any tutorial or description of a simple way of achieving my goal, and I've never gotten any help in UE forums, would REALLY appreciate any thoughts.
Hey hope your well. Yes of course you can save out the pose. Just pose the character and bake it to an animation clip. Infact you can set multiple poses and bake it out as an animation clip that holds all your poses. All you gotta do then is take that animation ckip , Add it in the sequencer and right click on it and freeze the frame on the animation clip so you pose stays for as long as you want it to. Ill try do tutorial on this but will take a bit of time. Anyway I hope this helps. Shout if you need anything else:) Ah and update to 5.3. It rocks with new tools:)
Hahahaha dude that was super funny🤣 especially the utz utz utz (wiggles the sh...outta her) part🤣 although good Information! Thanks thumbs up! Utz utz utz.....
Yo Thank you mate:) Thats hugely appreciated. Its awesome that this stuff is helping people:) Welcome and thanks again man:) UTZ UTZ UTZ:) we do strange things working alone at home:)
Hey:) no unfortunately not but you could retarget animations or poses from other sources and use those. So if you have any other mocap files etc you can retarget the file to fit the metahuman and then bake that animation down to the control rig. Little bit of work but I would look into doing this kinda tutorial in the future hopefully:) sounds like a nice one to do. But for now you can look at retargetting animation to metahuman and control rigs.
@@ayindab Oh man haha. Sorry me no good read and see. Thanks mate:) I appreciate it:) I do these to try teach people who want to learn stuff:) I do them for free and try get to the point. But I do love what I do. When you work alone..you learn to entertain yourself in odd ways:) Thanks for clarifying this:) Im glad you enjoyed it:) its always nice to hear.
hi, i export a daz character to ue5 using daz to unreal bridge. however when i try to send face animation to ue5, it doesn't work, do you have or plan to do any tutorial how to animate daz character face&expressions in unreal?
Hey Mate. ok so best practice is sending through the absolute original Daz character, No morphs etc. Then you can go back to Daz do animations and send those through as animations. In unreal make sure you choose the same skeleton as the Daz you exported through. This is the best way. Also if you morphs a character etc then make sure you Freeze the skeleton and fix the joints before you send it so you don't get crazy things happening:) Let me know
@@imagineeverythingthanks for the tip, that actually worked :) i have sent g8basefemale char to unreal(5.4) and tried sending some blinking smiling animation, anim-sequence comes to unreal in broken state first, then i double click and choose "retarget source asset" as my g8base or morphed g8 char, then it works
@@imagineeverything i try to use 2 animations in sequencer but eye blink anim breaks the walk anim, couldn't find how to import eyeblink anim without translations so it doesn't break walk anim. then i tried to use morphs directly inside ue5 walk anim, tried eyes closed, it's not working(because it's a pseudo morph i guess) however eyes closed left and right morphs are working fine, but it's hard to make 2 curves and match them timing. so i got stuck at adding eye blink to existing walk anim :)
If you know simple Blueprint you can Just hook up a quick Random Blink to they eyes and that should also solve your problem, Another way is making an additive layer a sequence and animating them there. Let me know:)
Hi, using ue5 to try and make a couple pictures for a movie concept do you know how I can save the poses after setting them up because they reset back to the base pose when I click off?
Hello mate:) Yes you can Key the poses and then save the Sequence and they wont change. You can get back to them whenever you want and you can save different poses on the time line. Check out this Updated vid . It shows you how to do this:) ua-cam.com/video/d5o_DsxchWI/v-deo.html Hope this helps buddy:)
necesito ayuda, como puedo guardar una pose??. Le di en guardar nivel cuando terminé de hacer la pose del metahuman y se restableció todo :((( muchas gracias
You have to set keys on your rig . So in the sequencer you need to set the keys for your character. Then every time you open your scene the pose will be stored in your sequencer. If you want to save them to an animation clip or pose clip you need to bake it down to an animation clip that can be reused for other metahuman . I have a vid for that here ua-cam.com/video/HgYCYyxgnSk/v-deo.htmlfeature=shared
Great video! I’m totally new to UE and I’m struggling to enable the Control Rig which appears at 5:28. I have the control rig plug-in installed and all, but the gizmos are not showing up. Any one have any pointers? Any help is greatly appreciated! 😊
Thanks mate for the nice words:) So you need to open or create a sequencer and if your metahuman is in the scene then just select the human and add it itnot the sequencer like the vid. Once its there just open the arrow in the sequencer and you will see face and body rig. Open it one more time each and you'll see the rig. Watch the vid carefully to what Im doing:) Its there. Let me know ok. Have fun:)
@@imagineeverything Thanks for such a quick response! Especially after 6 months after this video was posted. I've done a bit more messing around and found that creating a Master Sequence allows me to follow the steps you took up to about 6:00. The gizmos have appeared, and that's all I really needed. You're a great creator btw, and you totally deserve a sub!
@@TheTurt1e9 Hey thank you for the update and such nice words mate:) Much appreciated. Ill do a newer version soon hopefully. So a master sequence allows you to add other sequences to it. It should work no problem in a normal sequence to but good to know you got it to work. Thats awesome man. Thank you and have a great day mate:)
where tf is the track button on the sequencer. i just have add instead of track why does unreal from just 1 year ago look so different many tutorials just dont work now
5.4 Had a huge overhaul of the Sequencer and animation in General. Let me know more details as there are alot of different tracks you can add:) Let me know what your trying to do and the more details the better I can try help mate:)
Hey buddy. you mean create a UI for a character creator character? You can create one yes but you would need to learn control rig. Then you can build your own UI for any character you want. Im positive someone has already built one for CC but you would need to research that. hope that helps:)
Hey:) You need to key the pose. If you have then select the sequencer in the scene and look at the details panel. Set this to auto play and loop if you want it o play over and over again.
@@imagineeverything That's the confusing part about this, a static pose isn't an animation. I only want to mod the pose, not create an animation. Thanx for the reply.
@@imricor2250 In Unreal if your using metahuman then its not a static object anymore. Its a skeleton. 2 ways to do this. Make the pose in sequencer and that would then be your pose for you metahuman when you play. The other way is. Take the FBX of the metahuman into maya or blender or whatever and make the pose there. From there duplicate the mesh and freeze it and then it has no more skeliton. Just a real static mesh that you can export back into Unreal..Its alot of work though what you could do quickly using sequencer and just having the sequencer open...I hope this helps.
@@imagineeverything Thanx bro! Will this add to the UE overhead as I need about 30 distinct static poses per level? I've already been down the blender road and it's way too complex. Been using iClone/Character Creator for years but Reallusion is turning into a real garbage dump company with all their hyper/fake marketing and lack of good UE5 support.
@@imricor2250 Na you can make as many poses as you want. It will add but so minimal. Also try key the thing you need only and not the things you don't need keys on. So like scales etc that your not using. Dont add keys to them but seriously you would need a ton of poses to make a dent...Like thousands. Your good:) Hope this helps my man:) have a good X mass:)
Would you be interested on collaborating on a video of how to set this up for daz characters, I have achieved it but my channel is small so it wouldnt help hardly anyone, also would be cool to tell others how to make morph targets and erc freezes from daz work in unreal engine. Its very easy but the info just hasnt been put out there yet. You should help me get it out there.
John buddy Yes all these tutorials will come in time. Im going to hit unreal alot now. So will be doing this all. My channel is tiny mate haha. I have like 3 people. Why dont you get you stuff out there just like I am trying to do.
@@badimagerybyjohnromine Hey mate:) There are a good few templates out there to fit the rig fully to the characters thats the easy part or build your own rig. The hard part is joining the morph targets to the face controls which we nearly got sorted:) Its just deciding on whats best. So if you drive the facial with mocap a good idea is to hook up the blends of expressions. This way you dont have a million blends hooked up and you can change the expressions pretty easily inside of unreal once you mocap it. Its a nice help but in all honesty I rather animate in another program and polish elsewhere as I dont think unreal s completely there yet unless your using a massive expensive system:)
Ha. Yeah these metahuman are awesome huh. Can't wait to see the next evolution of them. I also can't wait for that plug in that we can use the daz wardrobe on our metahuman. Gonna be eeepppiiicccc
@@imagineeverything Good thing is that metahuman is new, and probably in the future there's going to be a lot of new things added. I prefer to reduce the amount of programs as much as possible, and would like to be able to do as much as possible already inside the unreal. I won't use DAZ for posing anymore(sorry DAZ). Greetings from Brasil.
never thought I'd laugh loud af watching a tutorial! thanks good stuff and enjoyed watching it very much
Thank you mate:) Thats always nice to hear. I appreciate it:)
The best teacher!!! Greetings from Colombia
Ahhh thank you so much mate:) What an awesome thing to say:) Thanks for letting me know:) Huge love right back:)
Your video was so useful and funny at the same time, so it's a big YES for me !
Hey mate. Thank you. Thats really nice to hear. Big cheers to you:)
you sir are hilarious and brilliant... Loved your accents as well as your ability to make unreal + metahuman animation easy to understand...
Hey mate:) Thank you for the kind words thats really nice to read:) I appreciate it:) Im happy it helped and just FYI there is a newer version of this tutorial right here ua-cam.com/video/d5o_DsxchWI/v-deo.html :) have a great sunday mate:)
@@imagineeverything - Appreciate your like and reply. :) Will check out the updated version. Am in the midst of trying retargetting using mixamo animation to a metahuman for a movie clip. Wish me luck. :) Have a fab week and thanks once again.
@@metatronorder3565 Anytime mate:) My next vid Ill start with re targeting. There 2 ways . Ill cover the easy version soon then the harder version for metahuman next:) Have a great day:)
2mins in and im already slapping myself on how easy it was to fix to hair thank you man subbed
Yo thank you for being here and im really happy it helped:) Welcome mate:)
Thanks Dr. Imagine Everything! - good stuff
To create a new metahuman(MH) animation(or a single frame new "static pose") WITHOUT needing to have a Level Sequence created and in the level:
Temporarily create a level sequence and animate the MH as seen in this video.
When finished, in the "Body" track(left side of level sequencer), right click -> Bake Animation Sequence.
Save the sequence somewhere with a useful name.
Remove the level sequence(and the level sequence actor in the level).
To apply this new saved animation sequence to your MH, pick on the BP metahuman in the scene:
Click on the 'Body' skeletal mesh component.
[Animation Mode] to 'Use Animation Asset'
[Anim To Play] to the sequence you just created.
Yo thank you mate and thanks for the nice tips and adding them here. We will definitely get more into baking out animations and learning how yo use mocap with the rig etc. Thanks again buddy and have a great weekend:)
@@imagineeverything You too! Looking forward to more videos !
Hey, this is cool. Thanks! Do either of you know how to convert a metahuman to a static mesh... with hair? Actor > Convert BP to static mesh unfortunately ignores the hair? I'll likely have many people in the scene and too many BP's may crush performance? As I only need static people perhaps it's a good idea to keep my BP metahumans in a different file and bake out various poses to static meshes for import?
Also, is there and alternative to Actor > Convert BP to static mesh? I guess I don't really want to convert the BP - just extract various poses along the animation sequence. Any help very much appreciated! Thanks.
@@newearth33 Hey I didn't see this comment. So you can dissolve a BP. I would duplicate it and dissolve it then convert all the elements to a static mesh. Groom you would need to disable physics bit not to sure if you can fully convert it to a static mesh. I would use a cheap card hair instead of Groom for the background characters. So doing it like the way your doing it will work but the groom needs to be disabled in its attributes or details. Disable physics:) hope this helps and have a good one.
@@imagineeverything Interesting! Cheers. I'll give this a go and let you know how I get on. I'll probably have a few questions... : )
"if you don't see shii... stuff" lol, I do that a lot with kids around me all the time.
Ha yeah man I always gotta try remember. Its not always easy:) Nice one. Thanks for the comment mate:) nice to have you here.
looking forward to more animation tutorials from you the best ive seen in a while on this platfrom
Wow man. thanks for such awesome words:) Really massively appreciate the kindness mate:) Happy to have you here.
Another great video. This makes me wonder where are all those basic poses, including facial expressions that comes with your metahuman? I can't find them. Their pose folder is empty, yet UE5 in their documentation says they come with these poses and facial expressions that we get to try out when creating our Metahuman. Scratching my head big time.
Ah yes they are a bit of a trick to get to and use:) I’ll make a vid for this when I’m back :) it’s not very straight forward to find and use :) thank you mate :)
@imagineeverything Any video you post will be fun to watch. About an hour ago I finally figured it out. But still post because I see others have the same question.
Thanks mate. I appreciate the kind words and yeah definitely. It helps us all. Have a good Sunday :)
best intro hands down
HA thank you mate. I lose it sometimes:)
3:59 If you don't see shi- Stuff 😂😂
Great tutorial BTY, Thanks
Ha I try not to swear but sometimes…. Sometimes it needs to be said:) thank you mate. Have a good one :)
This is really helpful in a lot of ways, thanks! Is there a way to simply put Metahumans into a default pose that will be maintained across all level sequences? I work in Architecture and need to take tons of still renderings, and I set up the stills to render using the StillRenderSetupAutomation Utility Widget (using UE 5.2) which sets up a level sequence for every still (which is a lot). I know I can go into each of the tons of sequences and pose them, but this will take forever. And I know there's a way to save a posed skeletal mesh asset as a static mesh, as I can see the option in my Metahuman's skeletal mesh asset. But I can't "Make Static Mesh" from the Metahuman's whole body, just parts that are visible in the Skeletal Mesh Asset. Making a static mesh from a posed MH would be ideal for me, because then I wouldn't have to deal with all the sequences. I can't find any tutorial or description of a simple way of achieving my goal, and I've never gotten any help in UE forums, would REALLY appreciate any thoughts.
Hey hope your well. Yes of course you can save out the pose. Just pose the character and bake it to an animation clip. Infact you can set multiple poses and bake it out as an animation clip that holds all your poses. All you gotta do then is take that animation ckip , Add it in the sequencer and right click on it and freeze the frame on the animation clip so you pose stays for as long as you want it to. Ill try do tutorial on this but will take a bit of time. Anyway I hope this helps. Shout if you need anything else:) Ah and update to 5.3. It rocks with new tools:)
I bookmarked your video! lol.. thanks!
Your a legend. Thank you and hope it helped :)
Thank you! This is really useful!
Your welcome mate and thanks for the message:) have a great night:)
This was helpful. Thank you.
Thanks for letting me know mate:) Awesome to hear:)
0:01 My Honda Civic In the morning
Ha I went beserk mode :) your poor cat mate :)
Hahahaha dude that was super funny🤣 especially the utz utz utz (wiggles the sh...outta her) part🤣 although good Information! Thanks thumbs up! Utz utz utz.....
Yo Thank you mate:) Thats hugely appreciated. Its awesome that this stuff is helping people:) Welcome and thanks again man:) UTZ UTZ UTZ:) we do strange things working alone at home:)
love how you do tutorials.
Aww thank you. That means alot to me:) glad you enjoy them:)
@3:59 "if you dont see shi... stuff" lmao
Ha hahah. I do this alot but im getting lazier on rectifying myself...
Thank you, very well explained.
Hey Frank:) thanks for the nice comment mate. glad it helped out)
Tnx a lot! Nice explained!
Thank you for saying this and really happy it helped:) Have a great day.
Are there poses templates you can download and load for a faster starting point?
Hey:) no unfortunately not but you could retarget animations or poses from other sources and use those. So if you have any other mocap files etc you can retarget the file to fit the metahuman and then bake that animation down to the control rig. Little bit of work but I would look into doing this kinda tutorial in the future hopefully:) sounds like a nice one to do. But for now you can look at retargetting animation to metahuman and control rigs.
my favorite part was the little song at the start
😃 Thank you:) it started off as "what's up everybody" and evolved from there... have a great day mate and thanks for the comment :)
@@imagineeverything u too
19 minutes of watching a man meow and growl...an alternate video title
I don't understand what you are trying to say...Are you saying its not for you? thats fine:)
@@imagineeverything I said it was a pure joy to watch!
@@ayindab Oh man haha. Sorry me no good read and see. Thanks mate:) I appreciate it:) I do these to try teach people who want to learn stuff:) I do them for free and try get to the point. But I do love what I do. When you work alone..you learn to entertain yourself in odd ways:) Thanks for clarifying this:) Im glad you enjoyed it:) its always nice to hear.
By the way. Welcome:) nice to have you here:)
I found level sequence in cinematic. Odd. Update changed it?
Hey:) Yeah I need to update this tutorial. 5.1 Changed a few things around. Thanks for the message mate:)
Thanks)
Thank you mate for watching and the thanks :)
hi, i export a daz character to ue5 using daz to unreal bridge. however when i try to send face animation to ue5, it doesn't work, do you have or plan to do any tutorial how to animate daz character face&expressions in unreal?
Hey Mate. ok so best practice is sending through the absolute original Daz character, No morphs etc. Then you can go back to Daz do animations and send those through as animations. In unreal make sure you choose the same skeleton as the Daz you exported through. This is the best way. Also if you morphs a character etc then make sure you Freeze the skeleton and fix the joints before you send it so you don't get crazy things happening:) Let me know
@@imagineeverythingthanks for the tip, that actually worked :) i have sent g8basefemale char to unreal(5.4) and tried sending some blinking smiling animation, anim-sequence comes to unreal in broken state first, then i double click and choose "retarget source asset" as my g8base or morphed g8 char, then it works
@@davidhudson267 Legend. Happy it worked mate:) have a great one
@@imagineeverything i try to use 2 animations in sequencer but eye blink anim breaks the walk anim, couldn't find how to import eyeblink anim without translations so it doesn't break walk anim. then i tried to use morphs directly inside ue5 walk anim, tried eyes closed, it's not working(because it's a pseudo morph i guess) however eyes closed left and right morphs are working fine, but it's hard to make 2 curves and match them timing. so i got stuck at adding eye blink to existing walk anim :)
If you know simple Blueprint you can Just hook up a quick Random Blink to they eyes and that should also solve your problem, Another way is making an additive layer a sequence and animating them there. Let me know:)
Hi, using ue5 to try and make a couple pictures for a movie concept do you know how I can save the poses after setting them up because they reset back to the base pose when I click off?
Hello mate:) Yes you can Key the poses and then save the Sequence and they wont change. You can get back to them whenever you want and you can save different poses on the time line. Check out this Updated vid . It shows you how to do this:) ua-cam.com/video/d5o_DsxchWI/v-deo.html Hope this helps buddy:)
@@imagineeverything cheers mate ue5's a great tool for projects have a good rest of your evening!
@@IIChalk Yeah its awesome:) You to mate:) have a great one:)
necesito ayuda, como puedo guardar una pose??. Le di en guardar nivel cuando terminé de hacer la pose del metahuman y se restableció todo :((( muchas gracias
You have to set keys on your rig . So in the sequencer you need to set the keys for your character. Then every time you open your scene the pose will be stored in your sequencer. If you want to save them to an animation clip or pose clip you need to bake it down to an animation clip that can be reused for other metahuman . I have a vid for that here ua-cam.com/video/HgYCYyxgnSk/v-deo.htmlfeature=shared
@@imagineeverything muchísimas gracias 🥺✨tu video está increíble me ayudó bastante
@@Mychu489 Amazing to hear mate:) Thank you and glad it helped:)
My control rig doesnt appear when i put the metahuman on sequencer
Once you put it in sequencer did you select the rig? It wont show up until you select the right rig. Let me know.
🤣🤣🤣🤣🤣🤣💛👍🏻👍🏻👍🏻
So Funny ~~~Thank you also🙏🏻
Hey thank you so much and welcome:) I appreciate it:) I subbed to yours to. Awesome stuff:)
Great video! I’m totally new to UE and I’m struggling to enable the Control Rig which appears at 5:28. I have the control rig plug-in installed and all, but the gizmos are not showing up. Any one have any pointers? Any help is greatly appreciated! 😊
Thanks mate for the nice words:) So you need to open or create a sequencer and if your metahuman is in the scene then just select the human and add it itnot the sequencer like the vid. Once its there just open the arrow in the sequencer and you will see face and body rig. Open it one more time each and you'll see the rig. Watch the vid carefully to what Im doing:) Its there. Let me know ok. Have fun:)
@@imagineeverything Thanks for such a quick response! Especially after 6 months after this video was posted. I've done a bit more messing around and found that creating a Master Sequence allows me to follow the steps you took up to about 6:00. The gizmos have appeared, and that's all I really needed.
You're a great creator btw, and you totally deserve a sub!
@@TheTurt1e9 Hey thank you for the update and such nice words mate:) Much appreciated. Ill do a newer version soon hopefully. So a master sequence allows you to add other sequences to it. It should work no problem in a normal sequence to but good to know you got it to work. Thats awesome man. Thank you and have a great day mate:)
where tf is the track button on the sequencer. i just have add instead of track why does unreal from just 1 year ago look so different many tutorials just dont work now
5.4 Had a huge overhaul of the Sequencer and animation in General. Let me know more details as there are alot of different tracks you can add:) Let me know what your trying to do and the more details the better I can try help mate:)
This shit was so funny 🤣
Thanks mate:) thanks for the watch and comment:) have a good weekend
can i create an UI for character creation with this??
Hey buddy. you mean create a UI for a character creator character? You can create one yes but you would need to learn control rig. Then you can build your own UI for any character you want. Im positive someone has already built one for CC but you would need to research that. hope that helps:)
How is the pose saved? If I play the project the MH model just goes back to the base pose with none of the changes I made????
Hey:) You need to key the pose. If you have then select the sequencer in the scene and look at the details panel. Set this to auto play and loop if you want it o play over and over again.
@@imagineeverything That's the confusing part about this, a static pose isn't an animation. I only want to mod the pose, not create an animation.
Thanx for the reply.
@@imricor2250 In Unreal if your using metahuman then its not a static object anymore. Its a skeleton. 2 ways to do this. Make the pose in sequencer and that would then be your pose for you metahuman when you play. The other way is. Take the FBX of the metahuman into maya or blender or whatever and make the pose there. From there duplicate the mesh and freeze it and then it has no more skeliton. Just a real static mesh that you can export back into Unreal..Its alot of work though what you could do quickly using sequencer and just having the sequencer open...I hope this helps.
@@imagineeverything Thanx bro! Will this add to the UE overhead as I need about 30 distinct static poses per level? I've already been down the blender road and it's way too complex. Been using iClone/Character Creator for years but Reallusion is turning into a real garbage dump company with all their hyper/fake marketing and lack of good UE5 support.
@@imricor2250 Na you can make as many poses as you want. It will add but so minimal. Also try key the thing you need only and not the things you don't need keys on. So like scales etc that your not using. Dont add keys to them but seriously you would need a ton of poses to make a dent...Like thousands. Your good:) Hope this helps my man:) have a good X mass:)
Nice mutant
You caught that I see:)......Nice:)
Would you be interested on collaborating on a video of how to set this up for daz characters, I have achieved it but my channel is small so it wouldnt help hardly anyone, also would be cool to tell others how to make morph targets and erc freezes from daz work in unreal engine. Its very easy but the info just hasnt been put out there yet. You should help me get it out there.
John buddy Yes all these tutorials will come in time. Im going to hit unreal alot now. So will be doing this all. My channel is tiny mate haha. I have like 3 people. Why dont you get you stuff out there just like I am trying to do.
@@imagineeverything How does your method differ btw, glad to hear you managed to get it working. Any examples of it?
@@badimagerybyjohnromine Hey mate:) There are a good few templates out there to fit the rig fully to the characters thats the easy part or build your own rig. The hard part is joining the morph targets to the face controls which we nearly got sorted:) Its just deciding on whats best. So if you drive the facial with mocap a good idea is to hook up the blends of expressions. This way you dont have a million blends hooked up and you can change the expressions pretty easily inside of unreal once you mocap it. Its a nice help but in all honesty I rather animate in another program and polish elsewhere as I dont think unreal s completely there yet unless your using a massive expensive system:)
Tell me mnore about your uber shader you spoke about? Sounds wicked.
And of course mate Im always keen to get cool things out. Send me your mail or soemthing.
BOB LMAO
Everything is called BOB:)
Goodbye DAZ.
Ha. Yeah these metahuman are awesome huh. Can't wait to see the next evolution of them. I also can't wait for that plug in that we can use the daz wardrobe on our metahuman. Gonna be eeepppiiicccc
@@imagineeverything Good thing is that metahuman is new, and probably in the future there's going to be a lot of new things added. I prefer to reduce the amount of programs as much as possible, and would like to be able to do as much as possible already inside the unreal. I won't use DAZ for posing anymore(sorry DAZ). Greetings from Brasil.
Definitely mate:) less programs the better:) thanks and HELLLLLOOO BRAZZZIIILLLL. Awesome country mate and warm people:)
lolol
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I subscribe to your channel
Thank you and welcome:) Let me know if there is something you wish to see:) Enjoy:)