Metahuman as ThirdPerson - UnrealEngine 5.1
Вставка
- Опубліковано 27 вер 2024
- How to use your Metahuman as a ThirdPerson character in UnrealEngine 5.1 and 5.2
#unrealengine #Metahuman #GameCharacter
SUBSCRIBE FOR MORE:
Please support my channel and help me bring more content.
Like and subscribe and hit the bell icon for notifications.
Subscribe:- / jobutsu
Follow Me:
Buy Me A Coffee: buymeacoffee.c...
Website: www.jobutsu.uk
Facebook: / jobutsuuk
Instagram: / jobutsu_uk
Twitter: / jobutsu_uk
In #UnrealEngine 5.2, a crash occurs, while loading IKRig assets in stand alone mode.
"Unable to load * Objects and Packages can only be loaded from the game thread"
A few of my current retargeting tutorials on UA-cam no longer work because of this.
I will provide an update as soon as 5.2 is stable.
Hello everyone. It seems I just have found the solution to the problem on the EPIC Dev Community.
Under one of the forum questions, it is advised to add the following two lines to the content of DefaultEngine.ini file:
[SystemSettings]
a.ParallelAnimEvaluation=0
I tested it on UE 5.2.1 and so far it seems it solved my issue! Also, based on a short description I found, setting this variable to 0 makes animation evaluation to run purely on the game thread.
I hope it works for you guys as well!
I will give that a try, if I get the chance.
But so far, I had no crashes in 5.2.1 ?
@@Jobutsu all right; for me, it crashed on 5.2.1, I try to test it thoroughly. To me, when I set this variable to 1, it always crashes with the given error message after 55-60 seconds of starting the project in standalone mode. I tested it 3 times after another, every time I got the crash after 55-60 secs. Then I set the value to 0, tested it 3 times by running it for 2-2 minutes at least, and I got no crashes.
Great tutorial. It's refreshing to hear a voice that doesn't make me want to immediately close the video. And also clearly concisely explain everything. So thank you.
Glad it was helpful!
Although I like my tuts with some more depth as to why I'm clicking what I'm clicking, this was an excellent tutorial and the fact that it was straight to the point, with no messing or joking around and exactly what I was looking for, I couldn't be happier. Thank you so much.
I have found that when I create UA-cam content with more depth, less people watch.
@Jobutsu That's fair. Whatever works for you man. I also realize not everyone has the time to explain every single thing. Great tutorial anyways.
Thank you so much for this tutorial! It was a lot of monkey see, monkey do for me since I have no experience with blueprints in unreal. But everything worked really well and I am grateful that you covered the errors and warnings as well. Would you consider making a tutorial about how to assign custom clothes to a metahuman, so that it works as a playable character? I struggle a lot with this and you are the first person I found with a very high-quality and easy-to-follow tutorial on this metahuman-as-playable-character topic. Again, thanks a lot for this great tutorial, and have a good one!
Brilliant! Bought retargeting plugin, but it was a lot of faff. Learning the moves from this video was like learning a piece of music. Do it a few times and it is easy. Eventually it will take about fifteen minutes to retarget us J's system. Will get refund on plugin. Thanks for this excellent video!
I tried so many tuts that were wordy and ineffectual. Great tutorial to the point and clean. Jobutsu and helpers many thanks
Dude you're a saint for making this tutorial! Thank you! I've struggled so much and nobody else videos has worked.
THANK YOU! i tried so many videos and none worked. this short simple video got me past a day hair pulling fest.
Thanks again, switched from 5.03 to 5.1 and that fixed the issue.✌
Thank you for this tutorial. It was very helpful as I need to have a metahuman as my player character in my game. The old method for this that worked on 5.0 is broken on 5.1. Also just a tip for the future, I saw that you manually open a menu to straighten the connections between your nodes, but you can just select the nodes and tap Q.
A thousand Thank You ! It's the first time I see my MetaHumain Alive !
THANK YOU!!! You just earned a subscriber at 4:45!!! So many others never mentioned the issues with the arms. I was going insane.... ::praise::
Just adding to the comments of praise. This was perfectly paced and so clear to follow. Thank you!!
Thank you very much. This is the best and simple way to use a metahuman character in a project. 👍
Awesome, thank you! Coffe incomming!
Thank you !
Very helpful tutorial! I would've never guessed how to do all that myself. Thank you!
I'd love to see a video on how you created the snow falling and on ground as well as the footprints
I will add it to my list
@@Jobutsu Yes please!
@@Jobutsu Yes please! 🙂
Thank you for this update tutorial about Meta Human! Very useful for me!
thank you for this greatly detailed (AND WORKING!) technique. I am new to UE and it all made sense. Keep on the good work.
Been waiting for this video!!
How do you mean about posing our characters? Can you give us an example? Great video
3:40 I'm new to Unreal, 10 years of experience with Unity, blindly following your tutorial without much explanations.
I can't wait for that moment of realization when I figure out what linking "Hair_LODs" have to do with "Third person movement". So far, Unreal seems very complex for no reason. But yea, can't wait!
Linking Hair_LODs has nothing to do with the third person movement, but the "HAIR_LODs" function was called on event BeginPlay, so were all the other movement functions that were copied from the "Third person BP". So we simply kept that "HAIR_LODs" call before all the movement functions (that were copied) so as not to lose its functionality, but it's not related really.
Best "FULL" retarget metahuman video
An enjoyable video. Clear and concise instructions that were easy to follow and easy to understand. Thanks a lot! - hope to learn more!! :)
Great video!
Very nice and concise. Thanks Jobutsu, very good tutorial.
So much more easy! thank you so much!
Thank you so much, easy to understand, everything works to 100%!
Maaaster!!! thank you!!
Thanks to everyone who contributed to the last version of this tutorial.
Your help in the comments, showing subscribers the way to do this was invaluable and appreciated 😎
Hey. In my Metahuman, the leg section is somewhat showing out of the pant sleeve. Any idea how to fix that? Thanks in advance!
Bro simply amazing, this really helped alot thank you!
I have been looking for this, thanks a lot
Great tutorial, the only one that worked!
I really wish I saw this video a couple months ago when I was going crazy over broken animation.
Thank you so much! I was trying with the official instructions and it was outdated lol
Thank you for the content, really appreciate that!!
Thank you so much for this tutorial!! You save my life!!
Thank you so much!
Thanks for this, that was a lot of faffing, and my bp being the underweight class works slightly different, I had to actually lower it's height and rotation at 180 otherwise it just moonwalked, but at least you got through the hard work, so thanks for that, and you didn't spend forever faffing and bulking out just straight to the good stuff.
YOU ARE LIFE SAVER I LOVE YOU MAN❤️🔥❤️🔥
Thanks!
Same instructions work well in 5.2.1 though the skeletal mesh warnings no longer occur and the blueprint nodes do not require changing.
thanks for the detailed video, very helpful
Thank you so much!
You have been very helpful, Thank you so much
Thank you so much for this tutorial!
Thank you!!
Scaling up the metahuman to like 1.07 has helped me
This is great, thanks for the tutorial!
Thank you!
Great one, really helping me
awesome! i love following a tutorial and then it actually works! =D I am wondering, does doing it this way affect the game later with hit boxes etc or does it work fine?
I am not a game dev, so I can not answer with any authority.
Hello sir! This was the most understandable and easiest tutorial I've ever watched. Thanks a lot! Something I'm wondering is, can I use metahuman in ALS after following this method?
As far as i understand it, ALS is a more difficult process.
very good tutorial! thanks
I CANT NOT THANK YOU ENOUGH
great tutorial. thanks
Following along using 5.3 preview and the warnings are gone and one of the retarget options wasn't there. End result is the Metahuman isn't animating when moving.
Thank you for this tutorial, how would you add facial anims to the third person Metahuman? (i.e, blinking and reacting).
Although this is a sequencer based tutorial, it does contain the base of what you are wanting to achieve.
ua-cam.com/video/Q7J84TGiKxs/v-deo.html
Thanks again, it works! You good Sir are a legend.
Great tutorial there is 1 thing when you try to change the camera angle or to different value the metahuman wont allow you to move forwards if anyone knows how to fix this....
thank you for every great helpful tutorials, ??? Are you advice to update to 5.2 or we have to wait until that crash to solve??? thank you again.
⚠️Not for production:
ua-cam.com/video/gIWLebfkavc/v-deo.html
Valeu! Não tinha conseguido com o outro tutorial mas com esse deu tudo certo
Hello, so where can I find the good idea of creating the pose of my character tutorial?
man, good trick
Help, When I hit the ik retargeter that I directed it too (tutorial 5:40) instead of coming up wit the posing adjustemnt window i get a empty window with a red highlight around. what did I do wrong? everything went perfect until then.
I do not understand the question.
thank u!!!
Can you make a similar tutorial with advanced locomotion system v4 and Metahuman?
I do not use ALS
this is awesome! just subbed, I do got a question, how would i get the variables from the new meta BP, to the ABP Manny AnimBP, I want to add my own animations from mixamo.
I have not done it, so only guessing.
get the Anim Instance and cast to the AnimBP
@@Jobutsu thanks will try that !!
Nicely done. Can we use metahuman as our games' version of character creation for a multiplayer game? Or is this only good for single player and cinematics?
I am not a game dev, so it is difficult for me to answer.
Thanks for tutorial! it's awesome! but i have some problem, everything ok but fingers are not in similare position by few santimiters, how to fix this issue?
I always have problems with fingers. I do not think there is an easy answer to the question.
Great video! However, I've found that copying and pasting the code from the original blueprint AND setting it as parent actually duplicates the inputs. Only found this because conditional inputs were skipping every second condition. Only the "Add Input Mapping" section of the BP is needed.
Thanks for the info
thanks bro
Thx :)
Thanks for sharing. What if you wanted to use Mixamo animations on Metahumans. Would this require 2 different retargeting steps, or could it be done in 1 step?
This may be what you are looking for:-
ua-cam.com/video/45gH6UzprCA/v-deo.html
fsr the animations wont play on my metahuman, does anyone know how to fix?
nvm i fixed it, thanks for the awesome tutorial btw!
My metahuman is loaded in and positioned right where the mannequin is, but has default checkerboard texture and stuck in T-pose. Any help is appreciated
I do not know, it not a problem that I have encountered before.
@Jobutsu Anim montages don't work anymore, if i give input the montage doesn't play?
I have not spent much time in UE5 lately, I will soon go back and look at these issues.
this is great, how about controlling LOD of that character so it doesnt impact performance?
is that hard to be done?
It is not something I think about, this is just a starting point for exploration.
Thank you for this, I followed all the steps, repeated it like 10x but I can't get it to work. When I press play, QUINN will be the one getting spawned even if I set it to be my Metahuman on content > thirdperson > Default Pawn Class
Without seeing the problem in front of me, it is hard to say
Maybe you forgot change the Default Pawn class?
I don’t understand why you copied and pasted everything from the third person blueprint to the MetaHuman blueprint when you changed the blueprint for the character's parent class to the third person at the beginning(1:25)
Is there technique to not have a body inside mesh, cause this way its just a gimmick, you cant reference or code any complex stuff for the metahuman
Yes, build a blueprint from scratch and retarget all the animations, montages and animation blueprints..
How to fix the character's twitching as in the beginning of the video?
The twitching is because the camera is clipping through the floor, I think.
@Jobutsu head is disconnected from the body ... i followed every step but head ended up being disconnected
in 5.1 ?
@@Jobutsu yes
The GetSkeletalMeshAsset() isn't a editor-only call? Will it work on shipping?
Is there a better approach ?
the best tuto thnx, just a question why you choose quiin for a man ?
I had no coffee.
@@Jobutsu ?? it can work if i choose manny ? as skeleton of mesh ?
Yes.
@@Jobutsu oh nice cause i see many people in video make this mistake, so i learn and try to make my best to understand.. and i see all Guy running like a women ahah
Thanks a heap, can this be done to have a metahuman use Echo Windwalker AnimBP also?
I think yes but have never tried it.
Thanks a lot
This is awesome! One question, tangential but I was trying to dig around in some of your other vids and couldn't quite find a clear answer (and some vague semi answers elsewhere on the net). What quality should I set when I download the metahuman? The dropdown offers low, medium and high quality...for a game project which one is optimized for the best fidelity at lowest cost (or is that even a concern)? Can it be changed?
I am not an expert in this area because, I don't develop games.
If it is going to be an NPC low and medium maybe for games (contains needed LOD'S).
but even medium is quite large in size.
Packaging an 8K Metahuman into a game is probably overkill.
After I compiled the character for game play, his hair is no longer there.
Does anyone know how to fix this issue, or can we not use the hair grooms in a game?
I have not seen this problem in 5.1 but I know others have.
@@Jobutsu Same for me, the hair vanishes a certain distance away, probably an issue with the LODs but I have no idea how to fix it
EDIT: Okay, so a little research and messing around... in the Metahuman blueprint (for me it was BP_Rowan), in the components panel I went down the menu to LODSync and clicked on that. In the details panel, search for "lod" and you'll see Num LODs set to 8 and Forced LOD set to -1 and Min LOD at 0. I changed it as follows:
Num LODs: 2
Forced LOD: 2
Min LOD: 1
This fixed the hair disappearing, as well as boosted my FPS from 20-30 fps up to a solid 90 fps... it still stutters when first launching, but after a few seconds the frame rate picks up
when i move my head is not attechd with the body how i can fix it and if i use blender this will work with my cloth ?
5.1.1 or 5.2 ?
@@Jobutsu 5.1
Does this retarget and utilize IK foot placement as well?
Yes but it is not accurate.
hello how is it possible to change facial expressions?
I am working on this.
Can I use this same method if am doing a short film and not a game?
You can but this is targeted more at those making playable characters.
I am only interested in film making usually but share the things that I learn along the way, in this instance a playable character.
I couldn't quite fit it into the special 'idle' animation I made. Can you help with this?
Thanks for the tutorial, very useful! But I have a problem, don't know if you know the reason. In UE5.2, after successfully replacing the character according to the tutorial, I added nodes such as weapons and PoseAI Live Link to the character. So, the replaced metahuman suddenly became A Pose, and could not synchronize with Mannequin. Since the weapon was still there, the weapon could be seen moving with the animation, but the metahuman lost all animations and became A Pose:(
It is difficult to say from a distance. I have encountered many problems in 5.2, it is taking me a while to work through them.
@@Jobutsu Thanks for Replay! So do you think that because of UE5.2 itself? If i use UE5.1 would be better?
@@Jobutsu I just guessed a reason. All metahumans are set as subclasses of Mannequin. So, all additional node settings should be edited above the parent mannequin, maybe it would be better?
Great tutorial, i have a question i am working with a template that only uses the ue4 mannequin and when i do all the steps in the tutorial the hands do not come out nicely is there some workaround for this?
Could you described the issue a little more ?
@@Jobutsu yes, so i tried to change the epic skeleton (4) to a metahuman but it does not work because the skeleton seems to be different. somehow there are more bones? in the ue5 mannequin if i am correct?
They are different yes. That is why the new compatible skeleton feature exists.
@@Jobutsu is there a way to have the metahuman retargetted to a ue4 skeleton? If that makes sense. Or would the best way be changing the ue4 skeleton including animation to redo?
Hi and thank you for your Video. But I need to resize my Metahuman Character to exact the same size like my SK Mannequin for some animations with Static Mesh assets. Here for a sword or an axe in the right hand. How can I do that?
You can use "Set leader Pose" node and use compatible skeletons functionality instead of using retargeting.
It stretches your metahuman.
Thanks, great tuto. I´ve got a question about the queen mannequin. The rig implemented in that character, in their feet, is great but using this way you loose this. I´ve retargeted the metahuman in the third person example, but is awful (movements are great but there are some overlaps with the clothes). I think that make the retarget over the third person is better if you want to profit the standar animations, but problem here is the same, the rig for the fet is losed. How to fix this in both methods?
If you need more than this, I suggest you create your own ThirdPerson Blueprint/setup. This tutorial is basic and is made to give an introduction only.
@@Jobutsu that is a really big deal!! Too much for me...only was mentioning the rig because is a point loosen and it is interesting to recover (to me at least). Anyway the tut is great...
how do you aim a weapon in a metahuman's hand?
I am not a game dev, so can not help.
The animations didnt work on me. Can anyone help?
Did you fix this ?
No
Do you know why my MetaHuman character's shoes and hands turned black when I built all the levels in my project? Also at the very beginning when starting a level, the character's head detaches for 3 seconds and goes back, its annoying but are there any fixes for these issues?
I have not seen this before.