This video is still so valuable with the new version of UE (right now it is 5.02), but some things have changed or at least how UE reacts has changed. ;) In my case when I bake to the Metahuman control rig and the secondary animation data control rig is created I don't find the IK-switches there but in the primary Metahuman control rig (the one with the baked animation keys on)!? I don't know why Unreal does that. It makes more sense to have them on the secondary animation rig. #UnrealEngine #Metahumans #CharacterAnimation #UE5
Oh so needed this. Thank you! Can you update for UE5? FK-IK switches do not show anymore when using the additive RIG. I guess we don't do this step any longer? My sequences appear to be animating properly. Thank you again.
I know, it's very confusing - I'm not sure about the FK-IK switches, but it's definitely on my list of things to figure out. I think you're correct they no longer need to be set into default positions on additive tracks. But yeah I haven't had that confirmed by anyone and I haven't had a chance to try it all yet! Thanks for watching!
I'm sorry I'm so late to responding to this. If you're still having this issue, I'd suggest posting to the official forum and including a screenshot of when it happens, and I'm sure someone will help! forums.unrealengine.com/c/development-discussion/character-animation/38
Dear Toby. This is a crucial tutorial. Can you please help us with this? Now in UE5.02 - this tutorial does not work anymore. on the additive layer, under global ctrl, there are no longer the buttons as shown in your tutorial. I tried fiddling with some settings but could not get it working. Any other advice is much appreciated :)
Thanks so much for watching! I'm going to try to update this when I get a chance. I've been working on some new videos but 5.0.2 changed SO MUCH that it's hard to figure it all out, let alone make a video about it. But I'll try! :-)
I tried make this alterations in the animation asset....then when I called the asset in the sequencer the alterations does not go with the asset animation.... PLEASE, DO YOU KNOW WHAT HAPPENED?
The problem always the same Soo many headache the UI , UX is bad there is no clean UI imagine engine the same as adobe premier or final cut UI layout , is just Soo many clicks here and there
They are concentrating first on trying to get the "fundamental" operation working, and THEN I think they will do a full UI overhaul - but I 100% agree. That's why I animate with Maya rather than using the MetaHuman control rig - even if you know what you're doing (in theory), it's a nightmare. :-)
This video is still so valuable with the new version of UE (right now it is 5.02), but some things have changed or at least how UE reacts has changed. ;)
In my case when I bake to the Metahuman control rig and the secondary animation data control rig is created I don't find the IK-switches there but in the primary Metahuman control rig (the one with the baked animation keys on)!? I don't know why Unreal does that. It makes more sense to have them on the secondary animation rig. #UnrealEngine #Metahumans #CharacterAnimation #UE5
Yes, it's very confusing the way they have it. And I wish they explained it all better too! :-)
Thank you so much for this amazing tutorial. You explained it very well. I hope you keep making these type of tutorials in future.
Thank you so much. :-)
Thank you! This is exactly the tutorial I needed!
Good information. Thank you for posting this.
Thanks I was just looking for this
Oh so needed this. Thank you! Can you update for UE5? FK-IK switches do not show anymore when using the additive RIG. I guess we don't do this step any longer? My sequences appear to be animating properly. Thank you again.
I know, it's very confusing - I'm not sure about the FK-IK switches, but it's definitely on my list of things to figure out. I think you're correct they no longer need to be set into default positions on additive tracks. But yeah I haven't had that confirmed by anyone and I haven't had a chance to try it all yet! Thanks for watching!
Toby thank you very much for this tutorial❤
My pleasure!
Great! Thanks alot!
You're welcome!
Great Tutorial!
Thanks!
anyone know why I can't delete my meta human from the scene? it's not even listed in the outliner window..
I'm sorry I'm so late to responding to this. If you're still having this issue, I'd suggest posting to the official forum and including a screenshot of when it happens, and I'm sure someone will help! forums.unrealengine.com/c/development-discussion/character-animation/38
Dear Toby. This is a crucial tutorial. Can you please help us with this? Now in UE5.02 - this tutorial does not work anymore. on the additive layer, under global ctrl, there are no longer the buttons as shown in your tutorial. I tried fiddling with some settings but could not get it working. Any other advice is much appreciated :)
Thanks so much for watching! I'm going to try to update this when I get a chance. I've been working on some new videos but 5.0.2 changed SO MUCH that it's hard to figure it all out, let alone make a video about it. But I'll try! :-)
@@virtualfilmer any news on that one?
There is an issue
When I press Bake to Control Rig there is empty(
But I have MetaHuman_ControlRig in content
How to solve this?
Thanks a lot
Solve it
Just uncheck Filter Asset By Skeleton in sequencer (under Bake to Control Rig)
@@olekstarasov Thank you :D
I tried make this alterations in the animation asset....then when I called the asset in the sequencer the alterations does not go with the asset animation.... PLEASE, DO YOU KNOW WHAT HAPPENED?
Hi there! :) I’m not really sure - can you explain more? I don’t really understand the problem you’re having.
The problem always the same Soo many headache the UI , UX is bad there is no clean UI imagine engine the same as adobe premier or final cut UI layout , is just Soo many clicks here and there
They are concentrating first on trying to get the "fundamental" operation working, and THEN I think they will do a full UI overhaul - but I 100% agree. That's why I animate with Maya rather than using the MetaHuman control rig - even if you know what you're doing (in theory), it's a nightmare. :-)
Can I export HM to Clo3d to animate clothes simulation?
Hmmm. I don’t know! Sorry. But I assume so?