Thanks, it works! WARNING TO NEW VIEWERS: "set master pose component" has been silently changed to "set leader pose component", and at the time of typing they did not even update the docs
Quick question, can this character be animated in sequencer? When I added him, most of the animations would work, but his feet were stuck to the floor (again), even though as a third person player character he could move around freely.
Thank you so much!! Your video is actually *BETTER* than the "official" documentation for how to "Create the Controllable MetaHuman Blueprint" (found under "Runtime Animation Retargeting"), because you actually show how to *FIX* the IK problem, instead of Epic's way of just using the Mannequin mesh and then hiding it in game (which seems very impractical to me). Subscribed! 😄
6:35 Months later and this video has again been super helpful, and I just wanted to add a note: It is absolutely crucial to assign the SK_Mannequin skeleton for each Metahuman part as shown in the video, because if you do not, then your Metahuman's wrists will be awkwardly twisted! 😄
SUPER helpful when replacing default Third Person Manny with metahuman. ALSO - if you guys are having issues retargeting manny to metahuman,,, use the tallest metahuman for near perfect results with a little retargeter offset tweaking :)
the animation was broken for me and only the top part of the body would move until you solved the ik foot thingy, so if you seee this comment before watching the video. just know that this video is very good and the first of the 8 others ive watch that actually worked, i know it might seem wierd in the begining of what he does but trust me, this is THE video to learn this stuff. normaly dont comment but this was just amazing. THANK YOU! been at this for about 12h and you solved it in under 20 min
Also if you have the glitch dont seem to be apart of the body, close and reopen you laucher. If its not fixed then look at What anim it uses, keep trying and it Will fix it self by just re choosing the abo quinn c
I celebrated too soon The IK leg fix was working great for a while! I don't know what I did but it stopped and I can't it back. I updated the shorts asset with some cloth physics and now my IK feet don't follow the animation despite being connected to the virtual bones. Any ideas?@@YourSandbox
Great tutorial! Well explained and easy to follow. Do you think your brilliant mind would mind explaining how to retarget Metahuman to ALSv4? Keep it up, bud!
Your content is amazing. Please do Pixel Streaming. It can be really complicated if it doesn't work out of the box. You need servers (amazon, etc.), ISP ports, NAT configurations. I just couldn't get it to work.
Hi! Thank you for the tips, I followed them and get everything right. Could you give me some advice about how to retarget animations from UE4 Skeleton to UE5 Skeleton and apply to metahuman? The assets I have retargeted before applying to metahuman seens to work perfectly, however new animations I did after applying metahuman, are not working anymore. I guess is a problema of Ik Rig retarget, but how to fix it? Thanks a lot!
Thank You for the Tutorial. I wish you make a tutorial of how to make in game cutscenes and how to switch between it and gameplay smoothly as the big game do. Thanks.
Awesome 👍 nice to find some video that actually takes the body parts and set them up in a UE character BP.. And with foot IK. I guess the foot part still works even If make my own animation blueprint? I just need to plug in the controller ik? .. I did kind of the same thing yesterday with the first person character, I just actually copied everything and also set up all the variables and scripts. Seems kind of unessential now.
There's a bug in UE5.0.3 right now. Virtual Bones targeted on hand_r and hand_l, parented to head are glitching and resetting their values back to the head bone position and I don't see any way to fix it. Can you suggest something?
Very good tutorial. Bravo and thank you very much. Do you know if it is possible to combine your tutorial and add Live Face with Iphone to the Face and Head Movement and if possible what steps would be needed? Thank you very much for any help :)
Hi I tried your method, on a completely new project with the third person template and a metahuman, but as soon as I try to assign the mesh to the skeleton like you did here 07:03 and after I press ok unreal engine just crashes on me.... is this method still working for you because it does not seem that it works anymore
I haven’t dig into CR too much, so atm I can’t help much. I definitely will cover it, maybe in a month or two once I start making my own for pet project I am working at
It's done in control rig where u trace for intersection. This tutorial is only about making Meta playable, though due to size of each model it requires few adjustments for particular animation etc etc
Nice video, thanks. My legs Animation works great until I change the root bone in the full body rig to pelvis. Than the foot IK is working but the legs have no animation anymore
@@agus11125 can I then move over my project and assets to 5.1 after doing this, sorry am new to this and I want to take advantages of some of the new 5.1 features
Ok, I kinda found what is wrong. In Torso's Skeletal Mesh it says "post process animation blueprint for this mesh uses an incompatible skeleton" which control such things like drawstrings, I suppose, what do I do?
i did everything right , but still i cant package the game with a metahuman , it tells me missing bones errors , if i remove the metahuman , the game package fine
really good tutorial, but sometimes the toes just stick into the surface of the slope😂, really hope you can teach me a way to fix it in the future🫡🫡🫡🫡🫡