Animate Your Metahuman Character Inside Unreal - Tutorial

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
so hello and welcome back guys in this tutorial we're going to so I'm seeing a lot of people having trouble uh assigning the skeleton assigning The Meta human skeleton today to the default um give me five skeleton of on your engine so I'm gonna show you the right way to do it uh so basically I have two different metahumans here I'm going to use uh the male metal human first and basically when you when you add everything there when you add your first uh you go to the quixel bridge you add your meta human there and then we pour it uh to to the folders here we're gonna see that you have this this folder I have Oscar I'm going to double click on the blueprint so here as you can see I have a lot of uh his body by Parts uh divided by parts and on the event graph I have this code here so let's go to the uh third person template third person third person character and double click on that and here I have this code to control the character right um and here if I press play I just created a new project so as you can see it has uh ik football so basically uh does the the math to place the foot in the correct position and I have the the commotion of run jump uh fall animation as well a little bit uh and all those controls to move the camera and everything and we want you to assign we want to have the same abilities that the this character has ue5 defaults called default mannequin whatever to to have the same abilities that this guy here have to the metahuman so the right way to do that I guess is by retargeting the uh retargeting the the the mannequin with the the third person character I'm going to show you how I've done it uh so here on the BP Oscar you're gonna go to the body and here on the first thing of all if we go to I forgot what I did so here you go to class uh go to class settings uh the parent class we're going to type third person character so once you do that uh all the all the um uh all the uh once you do that you can leave from that and then as you can see here inside of the BP Oscar I have uh as well this character from the pp3 person character so this is like a child of a BP third person character yeah I guess that's it so if I press compile save I go back to the third person map I just delete this go to the word settings uh if you don't have that in there just go to tools go to window and then I'll place your word settings there uh just take that on and here you can click on this error and default power class we're going to change that to BP Oscar uh once you do that you can notice that I have this mess here if I press play I'm gonna have this Mass looks funny um let's go back to the BP Oscar you can close the BP therapist and character if you want to uh let's delete this root we don't need the root and let's move the body to the mesh so the body is now is going to be attached to the mesh of the uh of the u5 and pay uh E5 default mannequin so as you can see here the uh when I move my character dimash also moves so that's why I did that that's why I moved that's why I moved the body to be attached to the mesh and here as you can see the body is rotated to the wrong side so we're going to go to transform make sure you have your body selected and then you can reset the value once and then twice now once on location and once on rotation as well so we're setting the values is going to put the character on the right position um no this is weird oh my throat uh I have an error here I don't know why I have an error uh Target this blueprint itself is not a scene therefore Target must have a connection well uh we can basically you can basically delete this we don't need that just select select the oh if you hit compile we're gonna have some errors you can just delete those it's not important compile go back to the viewport and if you press play again let me see if it works okay there you go uh as you can see my carry my meta human character is not moving at all and so what we can do for you to move we can go to body and we need an animation class and let's go to skeletal mesh browse to asset and then here we're going to right click we're going to create and create an animation blueprint we can write a matte ABP enter and then double click on that and this is the The Meta human animation blueprint that you're going to use for the BP Oscar so on the animation class you can choose matte PVP all right uh you can just compile and see if it's recording yes um all right so what you're gonna do in the Tomato human uh animation blueprint I've just created it's basically uh it's basically creating a we're gonna basically retarget uh the the Bulls the pose for mesh so everything that the animation let me show it just uh menu we're going to go to menu animation blueprint of menu as you can see here we have all this calls here uh for all specifically the this mannequin uh right here as you can see it's running the idle animation and all those uh states of Animation is going uh R inside at the animation blueprint of menu so we're gonna basically do here is just uh use the IQ retargeted asset to retarget The Meta human to the mannequin or vice versa so we're going to choose RTG mannequin uh I'm click on that and then click on compile say make sure to save it make sure to save it everything because it might crash and uh that's basically everything that you got to do here so let's go back to the BP Oscar as you can see the the mannequin is already perfectly retargeted if you press play uh as you can see it's already working all right and then let's test the ik vote okay it's working all right and now we're going to remove uh we're going to turn on uh turn off visible the visibility of uh the mesh of the u5 the ue5 default mannequin as well so if you could if you go here under search bar select the the ue5 mesh and let's search for visibility and here on the rendering if you turn visibility off what's going to happen when you compile and run the program uh the well the mesh is now turned off it's not visible but if I turn off the visibility it also turns off the uh the animation that runs in this animation menu here it's not going to affect the mesh of the meta human as well so what we can do to fix that we can go here also on the mesh as you can see I have it's the same file let's go to the mesh and visibility based aim tick option we can choose to be all the stick poles and refresh bones so when it's you know what's going to happen all right when I compile save now it's going to refresh the bones there you go now if you have any problems with uh we're targeting maybe the arms are not placed uh correctly in the right position Maybe the character runs weirdly uh for you you can just hear you can just go here on the map to human ivp select the Super Target pose and here on the IQ or targeted acid double click on this here as you can see you can just uh preview of the animation how it's going to be in the world we can choose the preview this is a The Meta human the the this this body is the meta human body mesh skeletal mesh as you can see the body here moves the the arm sorry uh moves a bit weirdly so what you can do you can go to retarget phases and here on retarget ik you can just turn that off and as you can see it's not fixed that's the problem that I found and it's very useful to know that because some mannequins it can have this problem here so you can just take that off and you're ready to go you can close all of that and close out of that close this and on BP Oscar there you go press play it's just normally normal now normally normal but as you can see I think it has uh of the female poles because there is as I know there is a type ABP there is the the many poles the idle and the queen so if we change this to menu uh we're going to choose ABP menu and now we have the Mayo version of the other so compile save have an error now and now we have the male pose for the metahuman skeletons wow yeah I guess that's it now we have the ik so what we basically did we just uh grabbed the code from the third person character to the metahuman skeleton to the to the meta human in the right way um one thing to remind of doing uh in the process of doing this is that uh if you want to do this process do this before everything like before uh setting up if you want to do this process you want to move your code for example if I if you have already created uh animation if you have already created an animation blueprint and uh character blueprint you're gonna have to move your code everything inside the BP third person character or um maybe inside Oscar uh whatever it's better for you but and also also you want to move if you have an animation blueprint you're gonna move uh the code of your animation blueprint to ABP menu so we're gonna have to move to maybe if you have modifications here you're gonna have to copy those and then they're going to place those here so we're gonna adapt your code to the animation blueprint of many and to the BPR score third person character as well and I guess that's it for the tutorial I guess this is going to fix the most issues that you guys are having with it so thanks for watching and I see you in the next one bye also if you have uh BP Hannah it's the female version you're gonna of course use the on the BP surface and character you're going to use the female animation blueprint as well which is Queen uh so that's it and bye bye
Info
Channel: LocoDev
Views: 12,643
Rating: undefined out of 5
Keywords:
Id: uXFBqvcJfL4
Channel Id: undefined
Length: 15min 9sec (909 seconds)
Published: Wed Jan 18 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.