QUICK MetaHuman IKRig in UnrealEngine 5 [Outdated]

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Jobutsu

Jobutsu

2 жыл бұрын

A Quick method for creating IKRigs for MetaHumans
that will be used in cinematics.
IKRetargeting Docs:-
docs.unrealengine.com/5.0/en-...
#UnrealEngine #UnrealEngine5 #MetaHumans
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Пікірлер: 43
@imjusttellingstories1688
@imjusttellingstories1688 2 жыл бұрын
Good job,easy and quick:)Tnx for this all tutorials;)
@zfsachsag
@zfsachsag 2 жыл бұрын
This method is SO much easier!
@binyaminbass
@binyaminbass 2 жыл бұрын
Very nice. It's be a while before I understand all those steps, but it's certainly easy enough to follow. So if I want to retarget some marketplace animations that are made for UE4 Mannequin to a Metahuman, then is the worlflow to retarget from UE4 Mannequin to UE5 Mannequin and then from UE5 Mannequin to Metahuman?
@Jobutsu
@Jobutsu 2 жыл бұрын
You can do ue4 > Metahuman with the retargeter in the ue4 mannequin rig folder. But although it takes longer and will make the project larger, I have started doing ue4 > ue5 > Metahuman. The results just seem better.
@borrowedtruths6955
@borrowedtruths6955 2 жыл бұрын
Great tutorial, not many have been able to master the Metahumans. Have you given any thought to a tutorial with Metahumans and Omniverse Audio2face?
@Jobutsu
@Jobutsu 2 жыл бұрын
I have a GTX card and no funding for new hardware. Omniverse, although it looks amazing is not something that, I will be able to use in the near future.
@knuthorst
@knuthorst 2 жыл бұрын
Great Tutorial! Do you also have such a fantastic solution for implementing basic head or eye look at without going into maya (i dont have it)? I have trouble making them look at something.
@Jobutsu
@Jobutsu 2 жыл бұрын
It something I am interested in.
@kromide3d
@kromide3d 2 жыл бұрын
Thank you for your videos even though there were times you were under the weather ;) I was wondering if you have a tutorial for daz characters + mixamo animations - with this new version of UE5. I went through the list of your videos but did not see one. Did I miss it or is it a future tutorial?
@Jobutsu
@Jobutsu 2 жыл бұрын
Learn the Daz retargeting/setup process and then just retarget the mixamo animations to a Daz character instead of a Metahuman. It is almost identical. 1. Daz G8 IKRig 2. Mixamo IKRig 3.IKRetargeter from Mixamo > Daz G8
@kromide3d
@kromide3d 2 жыл бұрын
@@Jobutsu thanks much. I will try though I am not quite comprehending the process. I got this to work perfectly for UE426. But for UE5, i could not get it to work. I have only gone so far as getting mixamo to metahuman. and mixamo to the new manny. i tried several times but could not get it to work on daz. i could get the daz character retageted to the new manny's animations though, but i feel the animations are too limited. the current work around i plan is to weight paint the custom clothes on my metahuman since i can get mixamo to work. i will keep watching your tuts :)
@unrealenginecprogrammingfo4850
@unrealenginecprogrammingfo4850 2 жыл бұрын
Great videos. Something I have had trouble with is re targeting the aim offset any ideas?
@Jobutsu
@Jobutsu 2 жыл бұрын
It is not something that I would normally think about beause I am not a game developer.
@unrealenginecprogrammingfo4850
@unrealenginecprogrammingfo4850 2 жыл бұрын
@@Jobutsu I fixed it sometimes when you delete the skeleton its bugs out have to restart the editor. Thank you.
@Phyzx420
@Phyzx420 2 жыл бұрын
Have you made any custom clothing 4 the meta's? And when can we see another teaser of the film you are working on? I know these things take time, it just looks so epic. I hope epic buys Reallusion, it will make this process a 100 times easier lol.
@Jobutsu
@Jobutsu 2 жыл бұрын
I have been working on a large project outside UnrealEngine. So almost everything I was doing has come to a halt.
@Phyzx420
@Phyzx420 2 жыл бұрын
@@Jobutsu Thats kool, Gud luck
@carson2537
@carson2537 2 жыл бұрын
Very good tutorial, after using this program, whether or not to carry out the face of the Metahuman capture?
@Jobutsu
@Jobutsu 2 жыл бұрын
Yes, you can.
@carson2537
@carson2537 2 жыл бұрын
@@Jobutsu Thank you. Could you give us a tutorial on face capture after using this solution? extremely grateful
@carson2537
@carson2537 2 жыл бұрын
@@Jobutsu I am unreal 5 beginners, I like to see your tutorial, your tutorial for us beginners is very good, you demonstrate the operation and expression are so friendly
@xrenegade4616
@xrenegade4616 2 жыл бұрын
could you make a tutorial on using the new layout, i noticed they have changed blueprints and animation blueprints as well alot of ther stuff thats confusing to relearn?
@Jobutsu
@Jobutsu 2 жыл бұрын
What in particular has change that is causing problems ?
@binyaminbass
@binyaminbass 2 жыл бұрын
Forgive my ignorance, I am new to Unreal and there is a lot to comprehend. Please tell me if I have this correct: the "IK rig" being made is here for retargetting. Animating keyframes and tweaking pre-existing animations is done with "control rig." ?
@Jobutsu
@Jobutsu 2 жыл бұрын
Correct
@motiv8886
@motiv8886 2 жыл бұрын
Finding issues with paragon characters and the IK rig mixed with mixamo anims. Paragon characters often have outfits with physical collisions and something gets lost when using mixamo animations (i.e. cape, baggy clothes etc) Have you found any resolutions to this?
@Jobutsu
@Jobutsu 2 жыл бұрын
Any particular character ? So I can try it.
@motiv8886
@motiv8886 2 жыл бұрын
@@Jobutsu seems as if the issue is the paragon characters have items of clothing labeled as bones in the skeleton. The bones match up from the mannequins but there are many extras (jacket,shoulderpad,belt etc) I have been creating with PARAGON REVENANT
@Jobutsu
@Jobutsu 2 жыл бұрын
I have never used paragon characters. I just tried with Sevarog and all the clothing movement appears to be bone driven. A mixamo animation does not have that bone data. On my github there is a fake physics plugin "KawaiiPhysics", which can be used to add fake physics to those bones. I just tried it and it does work with the character and mixamo animations.
@motiv8886
@motiv8886 2 жыл бұрын
@@Jobutsu amazing. How is it applied?
@Jobutsu
@Jobutsu 2 жыл бұрын
In a post process. If you search KawaiiPhysics on KZbin, xxerbexx has the best tutorial currently available.
@trapgamingstudios3811
@trapgamingstudios3811 2 жыл бұрын
Is there an option to upload custom mocap footage I created this way? also is it possible in you're past video on the quick metahuman IKrig to upload mocap if so how do I go about that?
@Jobutsu
@Jobutsu 2 жыл бұрын
I don't understand the question. Can you be more specific ?
@trapgamingstudios3811
@trapgamingstudios3811 2 жыл бұрын
@@Jobutsu I'm wondering instead of the basic animations like idle is there a way to import mocap animations into the metahuman during the retargeting part.
@Jobutsu
@Jobutsu 2 жыл бұрын
It depends on what skeleton your mocap animation was recorded for. If it uses its own skeleton and mesh then you would need to create an IKRig for it before retargeting. Without understanding where your mocap came from it is difficult to answer.
@terrablader
@terrablader 2 жыл бұрын
so you don't need to make ik chains because they already will match? even using ue5 manniquin?
@Jobutsu
@Jobutsu 2 жыл бұрын
This is a cinematic tutorial. For game characters you will need IKBones. Metahumans from bridge, at the moment, do not have them.
@terrablader
@terrablader 2 жыл бұрын
@@Jobutsu wierd guess I dont understand it well, so after all this is done you cant use the character for 3 person pawn?
@Jobutsu
@Jobutsu 2 жыл бұрын
I have a tutorial for that on my channel.
@visionsascended
@visionsascended 2 жыл бұрын
Does this method work with animations/mocaps from actorcore?
@Jobutsu
@Jobutsu 2 жыл бұрын
Yes. I have tutorials dedicated to Actorcore and iClone inside UE5 starting this week though. They will be more specific to Actorcore assets.
@teacherQB
@teacherQB 2 жыл бұрын
Just add the mannequin skeleton to the list of compatible skeletons of the skeleton of the body of the metahuman, then that metahuman can use all the animations of the mannequin. All the rest steps are unnecessary.
@Jobutsu
@Jobutsu 2 жыл бұрын
If your source animation is using the ue5 mannequin skeleton that is correct.
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