How to Make a Short Film in Unreal Engine 5: Custom Metahumans

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how's it going everybody and welcome back to the channel this is going to be the first video of how to make a short film for beginners inside unreal engine 5. now unreal engine 5 has a ton of new tools and we're going to talk about all of those things on how to make a short film this particular series is going to be mostly dedicated to how to do the character work so we're going to go through the meta humans how to customize the metahumans how to use them for animation we're going to talk about control rig we're also going to be talking about how to customize meta humans which is something that you're going to see in this very video and we're also going to talk about how to light them and we're also going to talk about how to set up the mocap there's going to be a whole section of this series dedicated to the mocap part and another one dedicated to using marketplace assets because i know a motion capture system it's not something that everyone can afford but don't worry there are many ways that you could do a short film by just using marketplace animations and we're also going to use a ton of assets from the marketplace now before we move on let me give a big thanks to everyone in the community everyone who's been supporting the channel my patrons everyone on discord because we finally reached 20 000 subscribers that is huge for me i know i'm still a small channel but for me it's a huge milestone that i got into 20 000 in such a small period of time because i started this channel in 2020 it started to pick up in 2021 and i remember at this time in 2021 we were around 2500 subscribers now in 20 000 that is amazing and so thanks to you guys helping me out with sharing the videos leaving a like leaving a comment so the algorithm doesn't forget our channel and we now have a big community on discord the server is pretty much over 840 something users and there's all sorts of help so you can find over there there's channels dedicated to doing cinematic stuff in unreal there's environment stuff there's 3d modeling everything on our discord server so if you have any questions about things that we do here things that you see on my tutorials the discord is the best way to go and ask a question so you can share a screenshot and all that goodness my admin kirk it's usually there along with many people from the community who are willing to help and sometimes i just jump in myself now what i'm doing right here is a brand new way of uh doing motion capture i'm actually recording this in real time with tech recorder for later use the purpose of the system is just to test it out uh how much can i use tech recorder and later put it in a separate animation with cool cameras and cool lighting which is what you're seeing right here and as always i'm not going to forget my level 2 patron so there's a shout out to my level 2 patrons right behind thank you so much for helping me out and thank you to all my patrons at this point we're getting a lot of patrons lately thank you so much for your help with the channel now before this video if you haven't seen it there is the first short film of the channel that took a long while to make and we're going to be using various systems that i use for that short film so if you haven't seen that please take a look it has been very successful it actually has been more successful than i thought uh thanks to one of my patrons carl who also donated several of the assets that i'm using in that short film and uh yeah thanks everyone overall and by the way if you like to see me in this setup uh leave me a comment down below tell me yeah i'd like to see more of you as a metahuman because sometimes it's just harder for me to to film myself that's why you don't see me as much on camera as other youtubers but this setup is actually easier for me to use which is i know it's it's a little bit weird for some people that i can be more of a meta human than myself on camera but yeah it's actually easier for me to do this way because of the lighting situation i can rearrange the cameras uh however i want by the way by the end of this video we're going to be using this same metahuman and we're going to be customizing it with the warrior armor that i use on that short film so stay around till the end of the video there are chapters uh if you want to skip to any specific part of this very video and um yeah let's get started just like our last beginner series i'm going to start with all the things that you are going to need for this kind of project now there will be chapters in description down below if you want to jump to anything in specific but let's get started with the marketplace the marketplace is going to be your friend especially if you're a solo developer like myself there are many things that you're going to need that if you try to make them yourself you're probably going to take too long to make one of these things unless you're doing this full time i have a day job so that's why i need to go to the marketplace i i remember saying this in another video but the fact that you're using marketplace assets whether it's for your game or for your short film or any project whatsoever doesn't mean you're doing an asset flip it doesn't mean you're lazy it means that you are utilizing every resource that you have because if you see a lot of aaa games are recycling assets from other games that they've made so everybody does that because time is the most precious commodity and it's something that you cannot get back and it's just better to buy some assets of course one of my recommendations is always if you're going to get something off the marketplace um give it a little time to try to make it unique change some of the textures i made some changes to the acids that i i've used on the short film as well i didn't use them fully stock as they came in so just add a little touch of your own creativity to these marketplace assets so they seem a little bit unique okay now that i got that out of the way let me show you a couple of things that you're gonna want regarding characters because again the series is going to be a lot more focused into characters already had a series that was dedicated to environments so you can that that is uh that series has a link in description down below if you want to watch that but for the characters one of the things that i highly recommend and i'm going to use the same character that i use for my short film is uh you need to look at something that's super important that's going to make your life a lot easier is is it rigged uh it has to say yes is it rigged to epic skeleton hopefully it says yes any character that you buy off of the marketplace or on cgtrader.com which those are the two places that are usually frequent if you've seen my assets recommended series i usually go to those places because well this is the unreal marketplace of course it's going to have good quality assets for unreal and cg trader tends to have a lot of game assets as well that are a little bit more on the higher quality side that probably you wouldn't use for game but they work well with cinematics now it's super important they say rig to the epic skeleton because that way you are going to be able not only to do an easy mocap which i i'm going to show you later in other videos it's going to be very plug and play if you already have a mannequin character or something that's rigged to the epic skeleton whereas if you have something rigged for something else or it has a very customized rig then there are some extra steps involved and we want to be as efficient as possible so if you are going to make your own character then by all means dedicate that time to make it work for you but if you're buying something off of the marketplace make sure that it's rigged to the epic skeleton uh this thing that it says scale to the epic skeleton this is not 100 needed if if it says yes it's fine if it doesn't say yes it doesn't matter because we are going to talk about later on on how to rescale animations between characters which is a very streamlined process that a real engine 5 has nowadays now another good thing this is a very old asset but it still works really good i would however recommend that when you're buying any assets from now on make sure that they say uh support engine unreal engine five because that means that you can just download the s and put in an unreal engine five as opposed to migrating it migrating it has no issue i haven't had an issue with an asset that i've migrated from four to five yet you may have some problems so just make sure that you have unreal engine five here under supported versions now another thing that i've said in my recommended asset series and it's right here is the vertex count this character is what i would call a little bit on the lower side you want to look for something that's 20 000 and higher hopefully above 50 000 would be much better quality but always stay on the side of more vertex counts than less because if you are making something for cinematics you're going to be using movie render queue you're going to be using sequencer you're not going to be worried about real time so much so you need the highest uh polycon character possible in that case and we're going to be using unreal engine 5 so nanite takes care of the environment that means that you can expand all that performance into your character to make things look good for your short film when it comes to texture resolution again this is probably not the best example but it's just the character that i use for the short film i highly recommend that you get something that is 4k and up because if you're gonna use this for a short film then you're most likely gonna get close to that character probably you're gonna get close to a certain specific part of the character and you want the textured resolution to be optimal and to not pixelate once you're that close if you want me to do a series on what animation packs do i recommend uh please let me know in the description down below and we'll make that happen for us part of um this tutorial series another thing that you're going to need is control rig mannequin and the reason why i'm telling you you're going to need this project is because we're going to be uh just grabbing all the control rig that is made for the mannequin and we're going to toss it over to whatever character or custom character we've made this is another important point as to why is better to have anything made to the epic skeleton because it's going to make our life easier especially whenever we're making control rig so make sure you have this project as well just download it i know it doesn't say 5.0 but you can always migrate this to unreal engine 5. just before we get into the engine this is our discord actually this is the announcement section where i post all the new videos and stuff i highly recommend that if you're new to this just join our discord this is the better way that we can help you out there's a lot of people here in the community already i believe it's like we are at 840 people over here there's a lot of people besides me that are willing to help so make sure you just drop by if you have any problems um just let us know and send a screenshot usually my admin kirk or myself dropside there's a lot of people here willing to help out so do that and uh if you are brand new to unreal when you're watching this video i highly recommend that you go visit my playlist on unreal engine 5 beginner tutorials for film in here i go through everything you're going to need to start your project uh downloading unreal adding quick soul and all those things so make sure that you go through this tutorial if you are brand new to unreal and you've never used unreal before i highly recommend it there's a playlist for them and some people have told me hey you don't have episodes the episodes are right here so if you go to show more in the description i have the episodes number i don't put them on the title or here for algorithm purposes but the episode number is in the description if you want to do them in order now here in unreal engine 5 and just to do a demo i'm just going to make a new level go here to file new level and in this case this is actually new for the release version that's not in the other beginner playlist uh you're going to select basic basic is the default level that we used to get with unreal engine 4. so i'm going to create a level with that i'm not going to save this and you are going to get a level that has all the things you need so you have a directional light you have sky atmosphere you have a skylight and you have some volumetric clouds and of course you have this floor with this pretty cool checkerboard texture that i really like more than the one we have before for me it's important that we talk about metahumans because they have by far one of the best facial blend shapes that i've seen and they have a ton of bones on the face so if you're going to do facial motion capture or if you're not going to do facial motion capture they already come with a control rig that you can use so um we're going to be doing short films with realistic characters this can change if you're going to be going through the stylized route i may do a series on that later on down the line but that takes a lot more time because i don't have those assets ready available for me like i do with metahumans so let's look at the metahumans first the way you get your metahumans in here is by going into quickso bridge which we already have inside unreal engine 5. and once you load that you also have to log in by the way you can go here into the meta humans tab and you can see i already have my metahumans have some that i've created this one should look familiar if you watch that short film that i made but let's pick one so i can show you some quick meta human customization for the face so let's select cooper and we're going to click here start meta human creator and this is going to send you straight to the meta human website where you can actually create your own metahuman this takes a little bit to load depending on your connection so given some time all right now i have loaded here the metahuman creators and as you can see it also loads the metahumans that you've already tried uh but we're going to create our own metahuman so i'm going to go into the create tab and this is going to load some of the metahumans that come by default now i'm going to select the one we were selecting before which is cooper and he is the one that we're going to customize so i'm going to click next and you can see him moving and all that we can switch this to right trace which looks a lot better but for demonstration purposes i'm going to keep it medium so it doesn't give me any trouble now you can rotate him and there are plenty of videos on this so i'm just going to go into some of the settings that i've used the most to create my own metahumans i could spend hours and hours just in this tool but there's a lot we need to get through so i'm just going to do some customizations to this meta human in the blend you can actually add a certain faces here and it will blend in between the faces so let's say if we wanted to let's get him here let's get someone else let's get him over here and let's do somebody with hi now once you have the three faces you can do the blending so if i click on one of the spots i can pull this towards the one that i want the most so let's say i want um a little bit more cheekbones let's go to lips and let's say i want a little bit of a different type of lip or i want a little bit more fuller lip let's do something around here in between this is the greatest part about blending we can rotate our character to see how he is looking let's do the forehead uh we're just gonna go this way let's go with the let's see with the eyes a little bit of a youngish eyes this is going to be a character in like 30s kind of like what i am and we're going to change the skin tone and everything like that in a second uh yeah i'm going to leave it like this so we're going to change the lips as well because it looks like he's wearing a little bit more makeup than i wanted to so we can go here to skin and in the texture side is where you actually decide how all your character is going to be because if you scroll all the way down here you can see how his face starts getting really old whereas if you go all the way down here you can see that he is now extremely young and looks a little bit plasticky so i wouldn't go that far but i'll take it around here let's see okay you do want a lot of detail on the face because this is what it's going to create that illusion of realism so the more you pass after the middle it's going to be a lot older i'm just going to leave him around let's say around here he looks young ish and we're going to leave it at that for the eyes i like that color let's just make it yellowish that's fine uh over here in the makeup you can apply foundation i i don't know if this is so the skin doesn't shine as much or something like that i don't know if you're not about making you probably know what this is i don't so i'm just gonna go on i like to put a little bit of occlusion around the eyes so we can go with this one i know it looks funny right now but you'll see what i mean in a second so we're just going to go with that and you can do the transparency it's going to make it a little bit more transparent more you go this way and i think this is not going to work for this character it usually works for characters like in in medieval settings and all that but over here you can add a little bit of blush if you wanted to it's going to reduce that i'm not going to add anything on the lips and let's do the hair uh this is i believe the short clean let's change it to short messy just a more common hair that i like to use with these characters you can use a long hair i don't recommend you juice long hair as of the recordings of this video this might change when meta humans come out of beta but right now the collision for the hair and the hair and sequencer freaks out so much then it is it's just a pain so that's why i rather go with a short hair if you're doing a female or a male with long hair then i would suggest you put the haircut in a bun or a ponytail or have it somewhat like this because it can get it can give you a little bit of a headache i'm not i'm not gonna say it's impossible but it can be a little bit more difficult so i'm just going to go with this let's go and change those eyebrows to something a little bit fuller like this and you can change the eyelashes i think he almost has some non eyelashes i'm just gonna put it this way no that looks okay this way is fine and over here you can select whether he has a mustache or a one of these i'm just gonna go with this one uh i'm probably gonna do this preset this preset if you go into beard and you select the same icon that was before so this preset is good so he's not clean shaving this is going to give it a lot more detail when you are rendering your short film especially if you had a beard like i had on the other character that helps a lot but um this that this person doesn't need to have quite a long beard so once you're done with that you can decide on the proportions if you go into proportions you're going to see that by default for some reason but i don't know this metahumans comes with a very big head even if you select the tall frame the head is still a little bit on the bigger side so i like to go with the head and do like this let's do minus 0.1 okay i like to reduce the head just a tad we're not going to use them at a human body because we're going to customize so that's fine but if you're going to use the head minus 0.1 is is okay regarding the clothing you can select whatever clothing you want i'm actually going to um if if you're not going to be using as much of the clothing you can actually do whatever you want with the top and bottoms that's up to you i usually lift him like this if i'm not going to be using the clothing but this is also good if you're going to be let's say if you want to use this part of the body and you're going to give him the bottoms is going to be customized this is also another good way to go but for the tops i think i'm going to keep him with a hoodie let's change the colors to color that i would wear certainly not this yeah this looks like something i would wear and if i were to go to the bottoms yeah these jeans are fine and the shoes are okay let's just select the boots the boots look a little bit more formal and that's good okay we have our custom metahuman now so it's ready for us to use and you can change the name i'm going to make it person01 and that will be safe if you go into my meta humans it will take you back and you can actually see your metahuman reflected on this side there it is and i have all the metahumans that i'm going to be using if you want to delete a metahuman you can go here and uh just hit once it loads you can hit delete it's gonna ask if you want to delete and just say yes i'm just gonna get rid of some of these because i'm not gonna be using these are the defaults that i started with once now after you're done with that you just leave the server and it's going to tell you are you sure you want not going to save just click on leave and everything else is good now all you have to do here is go to quixo bridge inside unreal engine 5 and if you click in this little icon right here it's going to take you to the metahumans you can expand this if you want to and we're going to go to my metahuman so i can look at the metahuman that i just created so for your newly created metahuman all you have to do is make sure he is in the highest quality because we're going to be using him for a short film and you just click download it's going to take a while generating and until just be patient probably takes about 20 minutes to 45 minutes depending on the server i guess and then all you have to do is make sure you click on add and that is it you got your metahuman inside all right so once we have our metahuman downloaded just get a check mark like this and just click add and it's going to start going through everything and it's going to start adding this to the project that you have open right now when it's finished adding it you're going to get some pop-up messages right here so you're gonna get all these messages that your project needs these plugins enabled just enable them all and click restart and you should be good to go i already have a metahuman in this project so that's why i'm not getting those and it's just preparing the shaders now if you have your unreal project and unreal engine installed in an ssd or an m.2 drive your shader compiler should go by uh pretty quickly now the reason he looks bald and this is going insane is because of the lod so if you're this far you're not going to get certain things uh and he actually looks like horribly low poly so and if you get this close then everything is going to freak out what you need to do is go here to ld sync and click on zero and as you see things normalize nothing is freaking out anymore and probably this camera is way too fast i'm just going to put it to 2. and you can see he looks normal and if we go back nothing changes and if we get here nothing changes the reason why this was going haywire is because when the lods change to a lower led probably the collision was much greater and that's why that was going everywhere now we're going to keep him at this at this setting however you are going to need a somewhat decent machine if you want to run metahumans at this setting uh however we're not gonna be running the body so it shouldn't be that much of a problem but if you're having problems then um maybe just leave the lods as they are now we're gonna compile and now we have a metahuman that we can bring into our world and play with all right now to the customization part so what i've brought here is i have the metahuman that you already saw in i have the gothic knight which is the model that i use for the rest of the body what i did is i removed the helmet and i removed the head that's underneath i actually had to remove the tunic as well which is this part over here the tunic works fine when i'm doing real time but for some reason it freaks out a lot when i am in movie render queue so if somebody knows the answer to that problem just let me know in the comment section down below i really know how to i really like to know how to fix that because it's happening with every type of clothing that i have now if you want to customize him one way would be to just right click asset action export you click a place where you want to export him let's say we want to export him over here and you're going to get this dialogue now over here this is to take him out of unreal engine and get him into a program like blender maya 3d studio max whatever program you want to use and just remove the head that's all you have to do in that case so in order to do that appropriately what i would do is i usually go with the 2014 fbx compatibility the other thing that i do is i uncheck vertex color level of detail and collision because otherwise it's going to export the lods that unreal engine creates and it's just going to give you a bit of a mess once you have your xbx out so i would recommend turning all of these off click export and then you should get your match ready to get rid of those i actually already did that and it should be here that is one way to do it i already did that with this mesh right here but i'm gonna show you an easy way to do it within engine and it's just by using a transparent material uh all you have to do if if you have this acid this asset actually comes with a hide material which is this one right here but i'm going to show you how to create one so all you have to do is right click material i'm going to call it hide go into it and again you should visit my tutorial for beginners playlist if you are brand new to this because i'm gonna go a little bit faster so all you have to do is turn blend mode opaque to mask and then just add a uh hold number one click to get a constant vector one and just plug that into opacity mask and you got a material that is hidden make sure that you don't cast ray tracing shadows and click on save you can also click on unlit just so light doesn't affect this material now what we're going to do with this material is we're going to throw it in all the places where we don't want and this goes into another thing that i mentioned back when i was recommending the assets in this case for the characters you want the characters to be broken down into several materials because that way you will be able to do this in this case this character is broken down into pants body helmet gloves uh so on and so forth that's what's going to make this process easier and we're going to do is going to throw this hide material into helmet there you go no more helmets compiling a little bit of the shaders now we're going to throw the same material into the head and into the eyes and you can see no more head i'm going to also throw in the material on the skirt because again that tunic was not working for me in movie render queue so we're gonna hide that here is another important thing and unfortunately this is not something that you can see when you purchase the character i do think it's very important and if i see a character that doesn't have this i i will add it in in a third party program like 3d studio max or blender if you want me to showcase how to do this it's a little bit more complex because you need some principles of 3d art and you have to be familiar with modeling programs but if you want to know about this let me know and i'll make a tutorial on that later and included in this playlist the reason why i'm talking about this is because when you remove things not every model has the the separate pieces kept so in this case because the head was a separate piece from the torso armor they kept this which is correct and is usually what you do in triple a games because if you don't have that and you hide the head then you pretty much can see through the armor which makes no sense and you don't want that that's one of the good things about this model i wish every model had this unfortunately there's no way for you to know one unless you buy the model and try it for yourself but if you happen to have this problem there are ways to solve this uh with a modeling program now that we have the model like this and by the way i did it in the model that's on the level if you do it in the model that's on the level things are not going to carry over so if you want your model over here to be affected by those material changes i just did it here for demonstration purposes but if you want to do it here just duplicate uh the one that came with your asset pack i always recommend to duplicate in case you messed up and i just add the materials that way you just double click in the schedule mesh and you're going to have the materials here and that way you'll have the character available like i do on that other side i can actually show you uh really quickly with this character because i need to hide the cape and the tunic so i'm just going to browse there to where i have my hide material make sure i save this and i'm just going to throw it into where the cape is and to where the tunic is and i'm going to save my skeletal mesh and after that my schedule mesh will be like that all the time and i don't have to be doing this and this also is something that you need in order to create what we're going to do next which is the blueprints but before we create a custom metahuman blueprint we need to hide the rest of the body and part of the head if you have seen my previous video on how to do it how to customize your metahuman with the rog armor which is a great asset pack by the way now if you watch that video it's gonna be very similar to that just changed a couple things so if you want to stick around just so you can see those changes now we're going to do is we're going to duplicate our metahuman because we're going to make some changes and we don't want to mess up the base uh just whatever you want just going to leave it at that go into the blueprint and what we're going to do is we need to erase the body parts that we're not going to use so um torso legs feet body now some of you that saw the previous video may be asking well why delete those parts if you can just you're just going to use the face skeletal mesh the reason why i deleted that is because i want you everyone to show you what's going to happen once i apply the thing that removes this part of the body so we need to take care of that because if we transfer this facial schedule mesh as it is into our armor this is going to clip through and it's going to make it very difficult of course you could always go into the 3d program and fix that but again we're trying to be as efficient as we can and i know not everybody has access to a 3d program not everybody that watches my videos a 3d artist or is well versed in 3d modeling so let's do things the easy way now we're going to do is we're going to do um we're going to hide this part by going into the material so double click the uh skin material this looks very funny it's real stretched and we're going to go all the way down here to its parent this one also has another parent for some reason and i'm just going to click the magnifying glass and that's going to take me here so over here i do have already a material that i've made for that purpose i already have opacity masks that i got from that video that i'm going to leave a link in the description down below that is the youtuber that i learned this from and i think it's a great method i think i think it's a great easy method and you should go to his video and get all of these now what these are is an opacity mask that's going to make the bottom of the neck hidden and it's going to show everything else that's above so you got to do is as always duplicate this material and i'm going to call it head without neck uh well it's spelled one that's so funny now we're going to do is we're going to go inside of this and we're going to turn this into a masked material so right now it's opaque let's turn it into masked and it's going to give us that opacity mask option now for this i want to use this which is the lowest one depending on what type of character you're doing or depending how much the color of the armor or the dressing or the shirt whatever is you may want to decide with other opacity masks i'm just going to bring this one in and it brings it in as a texture sample i'm just going to connect the rgb into the opacity mask and click on save once we have that saved what we need to do is we need to substitute the parent of this with the newly created parent so over here we're just going to drop this one in and if you go back to your medicine you're going to see instantly that a big portion of the neck just went away actually this is probably a little bit lower than what i used in the short film character so i'm going to use this other opacity mask we can go in here click the texture sample click on your texture right here and click this little arrow it will substitute it instantly click on save that will apply it needs to compile a little bit and there you go uh that's probably too much so well i guess third time is the charm let's just use this one click on save and there you go this one is exactly the one that i used for the short film as you can see you can cycle through all of them and i think he has even more opacity mask and you can create your own in photoshop or it's it's a very simple file now what we're going to do is we are going to grab this head and add it to this body so let's go back into the folder where i have the body now here in the folder that we have the body we don't have to duplicate anything because we're actually going to create something from scratch so if we go into let's just create it over here now we're gonna click here and we're gonna create a blueprint class we're gonna create an actor and we're gonna name it bp underscore person warrior there you go and all we have to do is throw in our skeletal meshes so if we go back here we have this got a little mesh right here i'm just gonna toss it over here as component and there it is i like to uh de-parent this so i don't have the ugly icon at the bottom and then we're going to go back into our person [Music] uh i used to do it this way where i grabbed the blueprint and tossed it over here that works fine which is the way that i did before and this is uh where i'm doing things a little bit different because i have motion capture now if i were to add this blueprint into this other blueprint and create a blueprint inception it's fine it works fine but when it comes to motion capture it makes my life a little bit harder so in that case what i like to do is i like to grab the face and grab everything until the lod sync right click copy go back here make sure you select this guy and paste there you go so it's going to paste it that way and the neck is going to be super stretched kind of looking upwards and there are some things that we need to fix to make this work now i know you're going to be tempted to kind of move it through the center and all that please don't do that because it's going to be harder later on there's one little step that we need to take on first before we actually go through that and that is the facial animation blueprint we're going to talk about animation blueprint later in the motion capture [Music] later in the motion capture chapters of this tutorial series but for now just know that there are some alterations that we need to do here in order to access the face and in blueprint we just need to click here it's going to take us to the facial and in blueprint and as always just duplicate the blueprint so you don't have any problems later and we need to go into the anim graph you're usually going to be here in the event graph and all you have to do is double click here it's going to take you to the anim graph click here and what you need to do is uncheck use attach parent and check use mesh pose once that done you can just compile and when you go back to the newly broke the blueprint that you newly created nothing has changed because of course we need to point it to this facial animation blueprint that's right here so all you have to do is click the new uh face and blueprint that you created click this arrow and there you go now your head is where it should be there's no weird stretching and is actually in the position that we wanted which is in the zero zero zero position now that we have our head here is looking a little bit too big for this body so we're going to make sure that your lock pad is locked that way it scales on all three axises and let's go with 0.9 that's usually what i use now here you will be tempted like i was to position your head where it's supposed to be we're also not going to do that just yet because we need to parent the head if you don't pair in the head um it actually it's not parented here you just made the head a child of the body but it's not parented to the head bone so you need to do that sometimes you can parent it to the neck bones in some type of characters that has worked but i mostly do it to the head bone i've seen some people create sockets on the bones and paired it that way that's also another good way to do it i just do it to the bone and it works fine so i'm just going to go with head click here and it's going to do that so what just happened is position the pivot right where the head should be and for some reason it throw it out 90 degrees and this is why i told you not to move the head beforehand because if you do then your head is going to be in a totally different position and you don't want that you want to make things as easier as possible now all we need to do is rotate 90 degrees and bring our head down now what i want to do in this case because there's a little bit of a neck armor here you want to make sure you take this into account otherwise your neck is going to be too long so i'm just going to put it all the way down here i'm just assuming that his actual body is way behind this armor and there's clothes underneath just to make him look more more like he belongs and i think we should bring his head just a tad backwards or not now i think it's it's good where it is i'm just going to leave it in that place once you are done with that you can compile and there you go you have a custom meta human with a customized body which is totally different than the body that he brought all right everybody that is it for this video thank you so much for watching hope you liked that video please leave me a like down in the comments down below and i'm inviting to everyone to let me know what kind of things from the short film that you saw that you want to explain i'm looking for feedback things and you want me to help you out whether regarding is the customer humans how to put them in in a very specific system i've already uh have a lineup of videos that i'm going to be doing on this series but i want to hear your feedback see what you want thanks everybody for helping me out with this videos all my patreons everybody from the community oh don't forget to follow me on twitter there's instagram where i also post some updates if you use that sort of system uh there's the alien channel if you wanna see me doing some me tubing as an alien and um yeah there's the discord don't forget to hit like comment subscribe follow all those good stuff and i'll see you in the next video
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Channel: MR3D-Dev
Views: 38,059
Rating: undefined out of 5
Keywords: short films in Unreal Engine 5, cinematics unreal engine 5 tutorial, custom metahumans in ue5, realistic graphics tutorial ue5, 3d animation, short film, noitom mocap, unreal engine, unreal engine 5, unreal engine 5 metahuman creator, change metahuman body unreal engine 5
Id: Jn25s60Q8Z8
Channel Id: undefined
Length: 45min 19sec (2719 seconds)
Published: Mon May 16 2022
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