Thanks man its great seeing channel like yours growing!!
@GUMLIVES2 жыл бұрын
To the moooon!!! hehehe, Ty ty!
@bluetrianglestudios17412 жыл бұрын
This is great dude! thanks for your time in sharing.
@GUMLIVES2 жыл бұрын
You are welcome!
@RandoYoutubeAccount2 жыл бұрын
Thank you very much for all of the excellent & informative videos!
@GUMLIVES2 жыл бұрын
Next stop is to create agents in the matrix map!!
@CommanderColson Жыл бұрын
Is there a way to utilize this to create large, optimized crowds of bots? As in make hundreds of zombies follow the player around like in Days Gone or something?
@WrathOfAl3 ай бұрын
OK so... making the skeletons compatible is not the only step here. you also need to have the AnimBlueprints _Retargeting dynamically in order for those animations to be truly shared, looking good. Is that correct ?
@mch438562 жыл бұрын
Thank you!!
@GUMLIVES2 жыл бұрын
TY!
@coolboysentertainment58462 жыл бұрын
hi, what if i use my own 3d models like the skeleton is not base on ue 4. i also have my own animation. i tried but it wont play. applied the animation on the abp_ weapo rifle or pistol. replace some animation there but it wont run theres a message that says, unable to adjust playrate for animation with no root motion delta. what does this error mean?
@GUMLIVES2 жыл бұрын
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: kzbin.infoUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
@samnwakefield20322 жыл бұрын
my metahuman character legs aren't moving in the characterBP how can I retarget properly swap the ue5 mannequin with a metahuman
@GUMLIVES2 жыл бұрын
Retarget is not necessary for the new Mannequin and Metahumans. Just foolow the video and let me know.
@ericanthony56502 жыл бұрын
You'll need to use the Master Pose node and assign all the body parts to it.
@draco9y92 жыл бұрын
hi everyone,i was looking for some help with lyra and metahuman...every time i build the project i get the following error and game crash'' assertion failed schemalt!= schemaend....etc etc''
@GUMLIVES2 жыл бұрын
I wouldnt know, sorry. Try theforums.unrealengine.com/
@KWang-yy2qk2 жыл бұрын
it looks like the compatible skeleton doesn't work for 5.1 anymore.
@GUMLIVES2 жыл бұрын
It does, tested it recently.
@bernhard.rieder2 жыл бұрын
a simplified Mixamo to UE Metahuman would be nice. And custom clothing for Metahumans. 😁👏
@GUMLIVES2 жыл бұрын
Lets tackle that next year in one of our Live Streams!
@Nowayjosedev2 жыл бұрын
Hi there, would you like to help me find a way to create an ability system that allows executions on other players.
@Nowayjosedev2 жыл бұрын
Please and thank you!
@GUMLIVES2 жыл бұрын
The new Lyra template has a lot of that covered, i would go through the documentation and videos from the devs: kzbin.info/www/bejne/fJuUq3apjt6Xepo kzbin.info/www/bejne/hGK7aHWdfrZnh7s
@KWang-yy2qk2 жыл бұрын
Thanks for sharing, the hand ik and foot ik are off for the old epic skeletons, and thoughts on how to fix that?
@GUMLIVES2 жыл бұрын
They provided the retarget to the old skeleton, maybe give it a try and retarget yourself.
@WrathOfAl3 ай бұрын
Hi Gabriel. Thank you for this very instructional video! Maybe I am doing something wrong on my side, but I did exactly what you did in your video and when I try to use these animations on the "new" skeletal meshes, the animations look completely distorted. Example, if I had 10 animations on my SK_Manny. Then I bring in a new skeletal mesh called SK_NewCharacter, then add SK_Manny as a compatible skeleton to SK_NewCharacter, I can see all 10 animations. But then when I actually play them, they don't look right. Also, 100% that SK_NewCharacter is either similar to identical in skeleton hierarchy. Any suggestions ?
@GUMLIVES2 ай бұрын
Set to skeletal all the bone retarget options in the Skeletal Mesh Editor squeletal tab. The Retargeting options are in a flywheel setting of the bone list.
@bernhard.rieder2 жыл бұрын
Thank you. Do you know how to add a custome made Metahuman to your project, and how to load to your custome metahuman the new UE5 animations? Like, showing the process what you need to do in order to make this work? Thank you so much and keep rocking, cheers
@GUMLIVES2 жыл бұрын
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: kzbin.infoUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
@PIPOXO2 жыл бұрын
Sweet! I'm going to make some animations for the new mannequin to get in the rush
@GUMLIVES2 жыл бұрын
Take that free money to the back!!
@moosopolismods39722 жыл бұрын
When doing this between two Mixamo characters, the original is fine but the second Mixamo character turns into just the skeleton with the textures stretched across it - Does anyone know why this is? (2 Mixamo skeletons have the same naming/animations) EDIT - For anyone else with this problem, import your 1st Mixamo exported character into Blender, rename Armature to root then export into Unreal, do the same with the animations and set everything up in Unreal as normal (AnimBP & Blendspace etc). Now any future characters you export from Mixamo only need to have the Armature renamed in Blender and they will be good to go (share animations) in Unreal. TLDR - Pass Mixamo exports through Blender and they will all correctly share the same Skeleton/animations in Unreal.
@GUMLIVES2 жыл бұрын
Why not import the second character and selecting the already imported skeleton? That will add a new skeletal mesh to the skeleton and will share al anim assets.
@moosopolismods39722 жыл бұрын
@@GUMLIVES Thanks for the reply, I figured it out so I've edited in the solution (Mixamo characters are seen as different skeletons in Unreal, its weird)
@kalubandali22412 жыл бұрын
cheers mate
@GUMLIVES2 жыл бұрын
Cheers!
@deioo19652 жыл бұрын
I might be wrong, but it doesn't look like the retargeting rig is that perfect between UE4 and UE5. For example on a fresh project, if I switch the character to the Tinplate one without any other changes, when testing the aim offsets (look up and down), the gun moves around quite a lot. Is that just me? Also thanks for the videos, they're really useful!
@GUMLIVES2 жыл бұрын
You might need to change you retargeting options, mind that hand contatcs might need to be set to animation so they get a perfect gun contact.
@EricOlorunfemi2 жыл бұрын
Awesome video. How can you use the Lyra locomotion (only the locomotion and shooting animation, no powers or poses) on a metahuman in a totally different project?
@GUMLIVES2 жыл бұрын
You can migrate the Animation BP to any other project.
@EricOlorunfemi2 жыл бұрын
@@GUMLIVES That's great then...
@steliosstavropoulos4992 жыл бұрын
Can we transfer the als animations into a synty character skeleton and assign the synty character into the visual mesh of the als anim man bp so that it uses the same anim bp?
@GUMLIVES2 жыл бұрын
I downloaded the new ALS version for UE5 and am testing right now, you read my mind!
@steliosstavropoulos4992 жыл бұрын
@@GUMLIVES Cool!!😂😂
@daveblack39002 жыл бұрын
I'm new.... lol I've spent the last 12 hours trying to figure out how to make these Marketplace packs work. (MultiAnim - Mantling, Shooter Rifle Anims) Just work period. Specifically Mantling. Could you help a noob out and maybe link a couple videos on what exactly I have to do. I've searched and searched and most of the stuff doesn't apply anymore because its UE4. End result is I want to add animations that are for the UE4 mannequin to the new mannequinn. I've been watching your videos and trying to make it work but I'm missing something. Button mapping or something.
@daveblack39002 жыл бұрын
I would do some questionable things for a full video, start to finish, blank 3rd person template to getting an animation pack (specifically climbing and shooter packs), to making everything compatible with the new mannequin, to mapping the buttons.
@GUMLIVES2 жыл бұрын
Take a look at this: kzbin.info/www/bejne/o2mTf32wirykbqM kzbin.info/www/bejne/rqqVe2CBo9qth9U kzbin.info/www/bejne/fJuUq3apjt6Xepo kzbin.info/www/bejne/raeln41-oMlkn7s kzbin.info/www/bejne/rHPXe4lvibqIjZY kzbin.info/www/bejne/eV7UZHaFqpelbZY
@ericanthony56502 жыл бұрын
I have been working on it but I don't understand some of the connections that are made when a "compatible skeleton" is selected. Fingers, arms, and in some case scaling issues across some animations are things I've been trying to fix. Besides recreating the animation and baking another with control rig, are there any other settings I can look at to clean up some misaligned bones?
@ericanthony56502 жыл бұрын
I rewatched your stuff and I see where I'm disconnecting. There are a lot of errors when adding the OLD UE4 skeleton to a metahuman because there are a few extra finger bones that don't quite add up. Additionally the rest pose seems to slightly alter the path of the arms meaning every animation is slightly open at the arms (and possibly legs),
@GUMLIVES2 жыл бұрын
Ty very much, it's nice to know!
@GUMLIVES2 жыл бұрын
Set your chains with care, they may have different numbers of bones
@7_of_12 жыл бұрын
I just do cinematics, are there any videos on full IK body rig and goals for animation you would recommend? thanks
@GUMLIVES2 жыл бұрын
Will this work? or are you talking about rigging?
@7_of_12 жыл бұрын
@@GUMLIVES no, I meant just setting up IK chains and goals to use the full body solver control rig, to manage things like foot contact on terrain etc.
@ARMRgarden2 жыл бұрын
Hi, great job! Have you tested the new skeletons with custom metahumans? Has anyone got that working or does the meta human creator maybe need an update for overall compatibility with UE5? I've been getting some video memory issues. Thank you for your videos!
@GUMLIVES2 жыл бұрын
What issues, like the texture memory pool?
@ARMRgarden2 жыл бұрын
@@GUMLIVES Thank you for the response. I found the fix/console command for the streaming pool. No, my issue is that my graphics card was running out of VRAM or something anytime I tried to import my custom meta human, but if I use the City Crowds version, it's fine. Even with multiple instances. Yeah, I'm going to do some more testing but the MH's I create and import seem to have issues.
@GUMLIVES2 жыл бұрын
What video card are you using?
@ARMRgarden2 жыл бұрын
I have a 2080 Super
@Smarty777776 ай бұрын
Gabriel can you help me with a game project that I have?
@GUMLIVES6 ай бұрын
Add me on my LinkedIn and send me a private www.linkedin.com/in/gabrielpaivaharwat/
@YunZhiLin2 жыл бұрын
Thanks for the tutorial Gabriel. I'm using UE 5.0.1 and when I open up the Skeleton View of the Skeleton Mesh, I can see the Skeleton Tree and Retarget Sources tabs. There is no Asset Details tab and Compatible Skeleton option. Was there anything I need to do in order to get Compatible Skeleton option?
@Amoklauf1872 жыл бұрын
Had the same issue.. just click window -> and select "assset Details when you are inside the skeleton
@GUMLIVES2 жыл бұрын
Ben beat me to the answer! He is our only hope!
@shokew22412 жыл бұрын
his name is manny not lyra!
@GUMLIVES2 жыл бұрын
Officially Manny and Queen, yes!
@fmj13372 жыл бұрын
Hey thanks for the info. I was wondering up until now how to spawn more ai bots. One question I have is: is there a way to edit the spawns so enemies dont spawn next to another team's player? Sometimes I'll have an enemy spawn right behind me on this map I'm making for it. Only happens sometimes but I feel it could be fixed.
@GUMLIVES2 жыл бұрын
You should edit the map, you can set up more spawns.
@mistery2642 жыл бұрын
Guys, to be as realistic as possible, we might see these kind of photorealistic ,, AI humans ''graphics practically in games, on Unreal Engine 6 rather than UE5 or the current Unity tools in 8-10 years from now ( or when UE6 will be released ) and I will explain you why: Even now ( in 2022 ) the GPU are sadly still limited, yes 4000 / 5000 / 6000 series and so on will improve no doubt of that but imagine : Having so many details in one scene / open enviroment with :lightning, shadows, crowd systems, global ilumination, reflections, but ESPECIALLY destructive enviroment, better AI, dynamic Weather, 4 seasons implemented in games and so on ! the current hardware it is still not powerfull enough yet imo. ( I am not talking about what UE5 can do but what the current hardware can provide for us to run games on really large scale ) My expectations from any ,, next-gen '' game are these: 1. Having as much destructive enviroment possible, ( take example from Valheim, Minecraft, crackdown etc. ) I know that UE5 has ,, chaos system '' but i would like to see something even better implemented 2.better and more Dynamic weather. What we saw so far it is not anything close to revolutionary yet. Imagine a storm / tornado where trees can break, destroy the enviroment, etc. 4 full seasons with the weather specific from each of the seasons. 3. we need way better AI ( imagine being in an open world game, creating chaos, and each NPC / AI acting differently, each making their own unique decisions, some of them trying to stop you, some of them hiding, some of them calling cops and so on etc. Introducing all these things ( or even more )together in a game, COMBINED with photorealistic graphic, it will take some time imo. I am curious what upcoming games can improve on current market, will we see something revolutionary anytime soon ? I guess we'll see
@GUMLIVES2 жыл бұрын
MetaHumans are in Beta, maybe we should wait till release, hehe.
@DarionDAnjou2 жыл бұрын
this is how it starts. in glimpses. never a full reveal.
@Shodan-01012 жыл бұрын
@GUMLIVES2 жыл бұрын
@kpo12332 жыл бұрын
I've heard the performance is really bad
@GUMLIVES2 жыл бұрын
Of Lyra? or the MH Crowds?
@kpo12332 жыл бұрын
@@GUMLIVES Lyra and every demo they showed.
@GUMLIVES2 жыл бұрын
Not at all, i have a very low spec machine and they work pretty well. I have a 3600X, 32GB 3200 Ram with a RTX3060.
@2_-2 жыл бұрын
@@GUMLIVES that isn't low spec it's literally high end