My name is Gabriel Paiva and am an Authorize Unreal Instructor. Subscribe for the News and Toots! about Unreal Engine. www.linkedin.com/in/gabrielpaivaharwat www.artstation.com/tylerdruten
That's amazing, Great work around.I hope they integrate more clothing into the Metahumans creator soon ! I'd be happy if they just gave us a simple T-shirt that you can change the colour of for a start. Neutral basics that can work in many situations. Or open a market where designers can sell clothing that is easily implementable. Like you say, I'm Sure it will come one day. Thanks Again, you made it look easy and it opens up lots of options. Cheers
This is great. Thanks for sharing. Is there any way to easily add all the Character Options that the City Sample crowds have, such as clothing pattern options?
Awesome tutorial. This will be very useful. I was wondering if we could get a tutorial that shows a process for removing the textured underwear for meta humans. I tried creating a character from the dark ages and I needed a loin cloth type underwear for the guy but I'm no texture artist. Those modern looking boxer shorts are a real pain sometimes.
@@GUMLIVES I'll give it a go. But I wonder who thought it would be a great idea to put the underwear textures directly onto the body texture. Oh well. But thank you...
Thank you so much. I reset Metahuman to Tall size, downloaded it again, and changed clothes. I saw this video and found a convenient way. However, the animation of the Crowd sample was not added to the metahuman animation asset library that I originally had. Only in Blueprints and not visible in the library in Sequencer. Do you know why?
When I open skeleton assets I don't see the Asset Details panel, I see Skeleton Tree and Retarget Sources. Do you know why mine is different? EA vs Official release? or do I need to open something?
Well now I have another problem. I copied the grooms over correctly to the Third Person BP (from the template). I set up the Compatible Skeleton and the Animation BP. I just want the metahuman to run around as the playable character in the Third Person Demo. It works okay, but the legs and pants don't animate, but the head, torso and hands do. So I''m really confused. Why only half? I thought all the body parts would follow the "body" blueprint.
A MetaHuman is its own blueprint with all the parts to make it work. There are animation blueprints to make everything work together. But you dont need to recreate them inside a character blueprint, Lyra allows you to simply point to a BP actor with a compatible skeleton and it will convert it into a player.
@@GUMLIVES I understood it from the Lyra template. I drifted away making something different on my own but applying your principles. The answer turned out to be that because metahumans are multimesh components you need to construct the master pose beforehand as seen in Unreal Documentation when working with multipart meshes. After that the legs moved correctly but I still needed to tweak the Animation Blueprint to get the foot IK to work correctly.
Thank you for UE tutorials :) It seems that City Crowd isn't compatible with UE5.1. I am newbie with UE. I have tried to convert project with City Crowd asset from UE5.0 to UE5.1, bit it converted with the error...
We fake it a lot with decals, if your metahuman is not going to move that much you can create a decal component in the Blueprint and socket it to the spine_04 of the skeleton. There is also the alternative to export the textures out as a TGA and edit them in an image editor.
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
You might want to explore the iClone route, that will allow you to import a DAZ char to iClone and export it as a mannequin skeleton compatible with MetaHuman.