How to properly attach the metahumans head to any other character in UE4

  Рет қаралды 5,394

Surin

Surin

2 жыл бұрын

Attaching metahumans head to a different character can get a bit tricky because off the offset in it. in this video I will show you how to overcome this problem easily.

Пікірлер: 18
@iwt7099
@iwt7099 Жыл бұрын
Simple but efficient! Thanks
@donhoolieo4896
@donhoolieo4896 Жыл бұрын
I was having a similar issue. Found the answer in the forums. You have to switch the FaceMesh to the same animation blueprint as your body ie (charactermesh0). This was a great working around though and was the solution until I found what the deal was.
@surinStudio
@surinStudio Жыл бұрын
thank you for this
@user-vj7xx9xt8j
@user-vj7xx9xt8j Жыл бұрын
BRO YOU ARE MY SAVIOUR
@ToddHillerich
@ToddHillerich Жыл бұрын
I found this a bit barbaric and primitive because how will you ensure the body and head mesh well together through animations? Sure this is solving a problem but not specifically solving all the problems which come with the territory. Using the construction script to set master pose components seemed to do the trick for me and they mesh well together this way with less issues overall. There is also a useful method of implementing animations on the animgraph to blend animations from a specific bone to exclude any bones being translated by the lower body.
@surinStudio
@surinStudio Жыл бұрын
You are absolutely right ! This method wont solve everything and is super old. The last time I worked with it I fixed the issue with this video : kzbin.info/www/bejne/nKS2pHSneN5le5o But please if you could find anything that is the definite answer comment it here so others could see. Thank you
@ToddHillerich
@ToddHillerich Жыл бұрын
@@surinStudioin the construction script the method is to use a master pose node to set the body as the master and set the head to follow. Then use a blend per bone node in the anim hraph
@DanielGarciaBlessure
@DanielGarciaBlessure 9 ай бұрын
I also use the set master component in the construction script, and it has worked really well except for one detail. The neck get stretched outside, so I always end up modifying the metahuman base material to use a mask to hide the neck. Have you faced similar issues? How did you fix it?
@UnrealStudios24
@UnrealStudios24 2 жыл бұрын
scale of my charater neck changed after I connected it to the cube
@surinStudio
@surinStudio 2 жыл бұрын
yes and you need to fix the scale of your character afterwards
@ashwinj9879
@ashwinj9879 2 жыл бұрын
whoaa nice
@Ledishka02
@Ledishka02 11 ай бұрын
Doesn't work anymore, head still doesn't follow the socket in the right way
@surinStudio
@surinStudio 11 ай бұрын
Yeah this one is old. Maybe this one would help you : kzbin.info/www/bejne/nJiceWxrnN1qntk
@elgrekko9634
@elgrekko9634 Жыл бұрын
It is very interesting sure but why you don't hide the head of the UE4 mannequin before to finish this tuto ?.. not logic
@surinStudio
@surinStudio Жыл бұрын
you can do that but as far as I remember the head of the mannequin isnt separated from the body so you need to do it in the material, but there is a chance that I am wrong since it has been a long time ago. Besides this video is only to demonstrate how this approach is done
@_casg
@_casg Жыл бұрын
Gods work
@yiyanluo2878
@yiyanluo2878 Жыл бұрын
Actually, not very clear, maybe you can follow the logic instead of demonstrating the wrong method first. A little advice. Thank you.
@yiyanluo2878
@yiyanluo2878 Жыл бұрын
Of course, this tutorial is very good. Thank you for your demonstration!
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