This is super helpful. Thanks for the lecture and the resources. Much appreciation!
@Unreal_KatyaFedak16 күн бұрын
Glad u found it helpful!
@borrowedtruths6955Ай бұрын
This doesn't seem to work in UE 5.5. Any idea why?
@CrashLoungeАй бұрын
They introduced a more accurate system. You have to match the IK rigs manually... it's a lot of work.
@wayne99543 ай бұрын
Great tutorial thank you for saving time by providing the SKM Manny!
@Unreal_KatyaFedak3 ай бұрын
Glad you found it helpfull!
@ricr89874 ай бұрын
Thank you, this was the only tutorial that work!!! I'm a beginner, some things on your tutorial I had to guess, like where to go to open the animation mode for example.
@Unreal_KatyaFedak3 ай бұрын
I'm glad it worked for you!
@s.dudkevych_UE55 ай бұрын
Thank you Katya! Didn't know that the 'head bone' should be selected to match in previous clip. In overall, the whole video was very helpful to me.
@Unreal_KatyaFedak5 ай бұрын
Glad to hear! It doesn't specifically have to be the head bone, sometimes I will use others. Thanks for watching :)
@rion.472 ай бұрын
Great tutorial! Thank you very much.
@Unreal_KatyaFedak2 ай бұрын
Glad you enjoyed it!
@javieralopez7177Ай бұрын
you save my proyect!!! thank you!!!!
@Unreal_KatyaFedakАй бұрын
Glad it helped!
@MadiNoe125 ай бұрын
Mixamo and unreal should partner to put all the anim in a library available to download direcly, its sooo time consuming to do that to every single anim :'), maybe in another universe lloll
@Unreal_KatyaFedak5 ай бұрын
Ya it would be awesome if they partnered!
@god-egames11572 ай бұрын
thank you so much ✌
@DESIGNSBYIZZ2 ай бұрын
Works perfect in Unreal Engine 5.4 but not in 5.5 It only imports the manny materials and not the skeleton. Any chance you will update this tutorial? Thanks
@Unreal_KatyaFedak2 ай бұрын
I just tested this with the updated Manny and Quinn skeletal meshes in 5.5, and the results are so spooky they’re funny! (Wish I could share a screenshot!) For now, I’d recommend using the mannequin character in Mixamo and retargeting that to the Metahuman skeleton. I’ll keep an eye on updates for 5.5 and will test again when 5.6 comes out. Hopefully, this bug gets fixed soon!
@DESIGNSBYIZZ2 ай бұрын
@@Unreal_KatyaFedak I had the same issues after testing 5.5 Unfortunately, using any Mixamo Character to retarget a metahuman will drop the shoulders on the metahuman character and it looks really weird. 5.4 Manny/Quinn is a perfect match for retargeting. I just hope they fix the Manny/Quinn issue as I use metahumans in my projects alot. Guess its either stay with 5.4 or make due with 5.5 Thanks for your reply
@Unreal_KatyaFedak2 ай бұрын
@@DESIGNSBYIZZ ya I will test whenever they update, which is hopefully soon 🤞
@DESIGNSBYIZZ2 ай бұрын
@@Unreal_KatyaFedak Sounds good. Not being able to use Manny is a dealbreaker for me I’m actually working on your UFO tutorial now lol 😂
@Unreal_KatyaFedak2 ай бұрын
@@DESIGNSBYIZZ Thats awesome ur working on the UFO tutorial! 👽 Im currently working on an audio visualizer with motion design and that is rendering way better with 5.5 also the new features in motion design are cool. I'm hopefull they fix the bug with manny and quinn very soon :)
@Silentiumfilms0076 ай бұрын
How to add maximo to unreal Engine charactsrs?
@peglegkangaroo3 ай бұрын
didnt work for me. Whenever i drag the fbx file into my animations folder it only appears as materials. No animations anywhere. unfortunate.
@Unreal_KatyaFedak3 ай бұрын
someone in the comments mentioned that exporting at 30 fps worked for them. its weird that its not coming in for you.
@fredremotionАй бұрын
Same issue here, exporting at 30fps didn't work for me :(
@PhotoSlash2 ай бұрын
How do you manage your mh to move inside sequencer? It works fine in viewport but as soon as I load the BP_Metahuman and attach the animation to its body it doesnt play
@Unreal_KatyaFedak2 ай бұрын
you mean it doesn't work when you add it the sequencer?
@PhotoSlash2 ай бұрын
@ solved it lol, I didnt cancel the controlrig
@Unreal_KatyaFedak2 ай бұрын
@@PhotoSlash glad you got it working :)
@garyhentges37654 ай бұрын
when I download from mixamo i get the skelatel mesh and others, but no animation squence. Why?
@Unreal_KatyaFedak4 ай бұрын
Make sure all you download setting are the same as I had for Maximo, you could try to download another animation maybe there was a bug. Other then that not sure I haven't had that issue before.
@ricr89874 ай бұрын
Hello! This was happening to me too, I found out that if you don't get the animation sequency you need to go back and export from Mixamo again and select 30fps instead of 24, and it will work normally.
@LuizNeto_artist3 ай бұрын
Check "Import animations" at the import settings
@garyhentges37654 ай бұрын
when i copy from skeletal mesh asset it wont paste into the retargeter. why?
@Unreal_KatyaFedak4 ай бұрын
You have to select in the content browser, I like to find it through my character. Once you have it selected in the content browser using the circle with the arrow in it should place the skeleton in the retargeted space. Hope this helps!
@garyhentges37654 ай бұрын
@@Unreal_KatyaFedak ok, thanks
@CheddarGoblinDev16 күн бұрын
Many animations have a screwed up pelvis animation and need much more cleanup - so this "simple" approach doesn't always work unfortunately
@doakdlaАй бұрын
At 5.5 it's really weird that sometimes it works and sometimes it doesn't (though most of the time it doesn't).
@Unreal_KatyaFedakАй бұрын
ya, i believe there is a bug with 5.5 Manny and Quinn skeletons within Mixamo, I will test when it updates to see if it gets fixed. for now I just use the mannequin in Mixamo which isn't perfect, but beats the bug.
@cgriggs94912 ай бұрын
Perhaps it is because I am still a beginner at animating characters but my MH just floats/walks in place despite not selecting the in place export option in Mixamo. Rewatched your video but cannot find anything different in what I am doing compared to what you are showing. Any ideas?
@Unreal_KatyaFedak2 ай бұрын
That's interesting you have that effect with out checking the in place button. Maybe try using a different animation and see if it gives you the same error?
@Leon-ry2nw3 ай бұрын
When i match a second animation with the previous clip, the metahuman is teleporting to its origin. Any tips?
@Unreal_KatyaFedak2 ай бұрын
Make sure the second animation is on the same track as the first. You can also try using a different bone for 'matching the bone to the previous clip.' Another tip: when you right-click the animation, go to Properties, find 'When Finished,' and change it from 'Project Default' to 'Keep State.' Hope this helps!
@KiwiHawk-downunder-nz6 ай бұрын
Can we do this woith AccuRig too?
@Unreal_KatyaFedak6 ай бұрын
I don't have AccuRig, so I haven't tried it myself. However, based on its features, it seems capable of retargeting between skeletons. The skeletons likely need to be similar for accurate results. I'd recommend giving it a try!
@Eashan13376 ай бұрын
Amazing, thank you! Super helpful
@unrealengine5-storm7135 ай бұрын
I really wish they'd make game ready versions of metahuman. Theyre just way too demanding for any feasible real time game
@unrealengine5-storm7135 ай бұрын
The issue is their materials. Luckily I know my way around shaders so I can make it work. However for most people metahumans isnt feasible
@Unreal_KatyaFedak5 ай бұрын
ya, I believe they will improv!
@unrealengine5-storm7135 ай бұрын
@@Unreal_KatyaFedak If they had a cinematic asset version and a game ready version that would be the bees knees
@LoofaOfDoomАй бұрын
i found a solution to UE 5.5 import issues
@Unreal_KatyaFedakАй бұрын
Awesome, what did u find?
@LoofaOfDoomАй бұрын
i downloaded the metahuman rig from sketch fab, then used a accurig in the unreal format to re rig it, then i brought it to mixamo and downloaded the animation I wanted skinless then bought into unreal. I then assigned the animation to the meta human skeleton mesh
@scansionmusic3 күн бұрын
@@Unreal_KatyaFedak can you please try this solution and let us know? i was looking for a solution but couldn't find any + I am a beginner. Thanks in advance
@havvk50022 ай бұрын
Tried doing this with a Jogging animation from Maximo. Using the m_srt_ovw_body skeleton from Metahuman. The retargeter looks to be working before exporting, but when adding it to the sequencer. My metahuman just waddles or floats along. Any ideas?
@Unreal_KatyaFedak2 ай бұрын
make sure your using the same metahuman skeleton as your character when retargeting. they come in different heights and weights, so that could be throwing it off.