I'd like to thank you for existing and making this video. I've been struggling for a whole day with UE's retarget system until i've found your video. I was so desperate that I gave it a go and omfg it just worked. I don't know why but it did. Thank you.
Amazing! Out of hundreds of tutorials for these Metahumans, after many months of frustrations, I finally found exactly what I was looking for. Thank you so much! I don't suppose you have one for facial animations for them, do you?
Thank you so much for helping me solve the retargeting problems. I followed the UE docs every steps and still got the wired legs on my metahuman. Until I saw your tutorial. It is really smart an easy to handle the animations. God bless you!
Thank you so much! This helped me understand Skeleton Retargeting so much more easily! Worked wonders for Paragon skeleton retargeting that I had been struggling with Mixamo animations for so long. Legend! Annnnnnd Subscribed!
I just learned this on my own after 5 months of trying to add animation. I have a tool called mixamo to unreal and you can import animations to unreal wirh that. However the issues are that we need custom animations.. and I’m trying to use the ai mocap because I don’t have $6,000 for a mocap suit .. but I have not succeeded in importing mocap animation using my own animations I made using my iPhone. It takes the video and adds skeleton animations.. but not successful into unreal. By the way I’m working with mesh to metahumans that I made using a scan, photogrammetry and make a custom meta human so it’s in UE 5.0+
I've spent hours looking for ways to retarget... this saved me. But I still have an issue with the skeleton especially the hands, everything else works fine but the hands just keep going into each other like a ghost, I previewed the same animation on another mesh which happens to be big bodied and it works fine but for my character bleh, I don't know what again to do, I am considering changing her size to see if that's the problem. Not sure if you can help
Ahahah/ My reupload animation look too broken and the legs look so funny :D So sad this method doesn't work for me. But it's funny so im happy to try it)))
Hello! I'm using a Root Motion animation and the problem I'm having is that the origin widget of the Metahuman is not moving along with the Metahuman as it animates foward. Because of that I can't easily make the Metahuman change direction because the further it gets from the origin the more extreme any keyframed directional / translation changes become. How do I get the origin point to move along with the character?
Oh noooo!! Of course other problem should appear, UA5.1 has an FBX importing error... "Animation length 9,985 is not compatible with import frame-rate ..." bla bla bla ... Suffering never ends when it comes to UA
Thanks a lot🙏 Is it work the same for UE5? Do you have tutorial about Axis Conversion UEvsMB? How to export animation from UE with the same axis as MB?
Hi Nick. Aren’t you using any pose in this case? I made some tests and shoulders are quite off, so finally I used bridge specific pose and I tweaked shoulder position to make it look better. Regards
Fundamentally, this is a quick and easy approach to directly copy the joint rotations of a Mannequin animation to a Metahuman actor. It works off of the knowledge that the structure and rotations of the Mannequin and MH are basically the same to begin with, but this is, admittedly, not a "perfect" solution. There certainly could be animation that look fine on Mannequin that will look "wrong" on a Metahuman, requiring additional tweaking. Generally, I wouldn't recommend this for "hero" character production work. Instead, this is just intended as a quick and easy way of getting existing animation assets onto a Metahuman, particularly for those just getting started with Metahuman, or even just Unreal, that can be intimidated by the full retargeting process presented in the documentation.
You shouldn't need to delete the control rig asset to use mixamo animations. In Sequencer, body and face rigs are separate tracks, so you can apply an animation asset to the MH body and keep the face control rig for face animation. Also, after you've applied an animation asset to either the body or face in Sequencer, you can use the Bake To Control Rig Asset command to copy the animation into a control rig track for further adjustment in the Sequencer timeline.
after exporting and importing the .fbx animation double click on the imported animation and in the next window in the upper area click on "edit in sequencer". I had the same problem, initially.
Hi! Thank you for this video, just curious... I'm just learning my way around unreal. Can you let me know how you have the sequencer looping the animation? (i.e. the character is walking in the crouch position in one spot infinitely in your video)
You just have to drag the red bar wich indicates the end of the animation and then click the little arrow on the bottom left that is pointing to the right(Says "no looping" when you hover it), then it'll switch to a loop symbol and your looping.
Will this make metahuman read to be used in place of 3rd person character ? I presume so, but *I've seen SO many tuts none of which do a good job of that need. Ty , hoping so as this is the only one I've seern to cover it quickly and with purpose of using these in our own projects/games . UE4 doc page covers this, but I could never get mine to line up right and work in game. What a mess.
Technically, the control rig itself was not deleted, just the control rig track. After retargeting, you can right-click on the animation track and bake the animation to the Control Rig, which will re-activate the Control Rig, copying the animation to it so you can modify as needed.
@@PixelProf hi could you pls explain the process , instyead of deleting the metahuan CRig i muted it , how can i bake animation now into CRig? i cant find any bake option in animation track i mean. pls help