Metahuman and Head Rotation technique // UE5 Tutorials // 4K

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welcome guys welcome to another Goblin Nation tutorial and today I want to talk to you about having your metahuman with body animation and data animation on the face and you have had control and had rotation and everything would work properly now there are few ways to achieve that there are few ways to have data from your animation of the capture of the face and the head and also how to do it manually with animation so right now we have our Goblin in the scene I have nothing else other than that and I need to create a sequencer and to put him in there it's all pray the def folder and I'll call it sequences CU I might have multiple of those go in and let's add and level sequence then we'll put it in sequences and we'll call it and Mage met human P scope we'll select our Goblin cack ACC the sequencer and add the blueprint to our sequencer and as you can see there's no animation and old but that could be fixed so if I'll go back to content browser or go to the content let's go to the metahuman identity let's go to the performance then here we have a little bit of a test that I've done with our Goblin and then we have facial animation and you can see that the head is also rotating which is fine that's export this animation we export it a couple of times let's export it into a folder called animations and under this let's install L that exported into called lination folder and in here I will call it m human bublin test head B on and let's copy this and save we make sure that the enable head movement is turned on and here I would like to set the face archetype peltin create let's just check that it works there you go we have head movement we have facial animation and if you don't want to see it that way if you want to see our Goblin let's check the Goblin in the preview and we have our animation previewing properly let's save this set V we're back to De performance let's export this again under animations Goblin nation and since we copied the name I'll past it then call it head rot off we'll disable this and make sure that we are on base architect skeleton weate let's just check that it works facial expressions move but the head doesn't rotate which is really what we we need but the goblin face instead they bow and get out then I can actually close this as well when other we have a sequencer then we have our Goblin with no animation whatsoever we can add animation to it now if I select our character you can see let's give us some more real estate here we have the control rig like I'm not sure that I need it for now so I can basically get rid of with the control rig all I want is our body and our face and let's put some animation on the face first first thing that I would like you to do is if you go through the animation check the C wheel here and make sure to activate allow incompatible skeletons it will probably be turned off please turn it on until let us have more animation pabilities on that specific rig or any rig in that matter so let's check for the goblin I mean we'll check for the one that is had rotation all enough press on that and now we should have our Goblin animation running properly but you can see that the body is not really moving and we'll fix that that's not a problem now if I hover over the animation track right here you can see that there are 99 frames to this animation so what I'll do is I'll go to the the 0000 0 which is the first frame and I will type in 909 so we'll go to the last one and then I will set the range to be all the way to the end of our animation clip if I play it we can see that it all works beautifully and we like it that's great now we have nothing on the body but we do want the body to move as well well let try and do something let's add an animation to this an animation track and we would search for the same animation we search for the metahuman Goblin pest rotation pad ration on and we'll give it the same animation so now what I have is I have the metah humid face with a head movement but it also affects the body because we're using the same an as we used on the head we use it also on the body which is kind of cool and I kind of want to keep that way now like I mentioned before there are few ways to have the head rotation plus the body the the facial animation plus the to have the body with animation then I kind of want to show you trick that I using Maya um if you're a Maya user you probably know how to use and you probably use it a lot and I'm talking about animation layers and that's what we're going to do here to maintain all that beauty of the facial data plus animation for the body so right now this is uh the a pose which is the default pose that our metum comes in and I want to keep it that way for now but what I'll do is I'll now bake the facial rig to the control rig we have our control rig moving and we have everything basically sto everything is on the control rig and on we have also the animation asset but it is not active right now because the control rate take precedent on that and let's save one thing that you all need to understand is that unreal is very finicky when it comes to metahuman and animation and in the sequencer just so make sure that you save as often as possible now the body I will also bake it to the meta human control rig option so that all the animation of those bounces that we gaed from the facial animation animation asset it will be baked to the control rig as well there you go so now we have control rig with set keys on every frame and also the ficial animation is baked to control rig so how do I get this to be on let's say a different body animation but if I want to have a different body animation that's not a problem let's save the sequencer let's save all the files all the levels and now let's uh bring another metahuman let's bring another version of iron goblet they go to m humans Goblin let's drag our Goblin right here zero it out now we zoom out and I will move our Goblin just that Tad to the left we don't really need the snap now this is our first goblin that we used let's name this coblin BR and let's add this new onein 2 but we'll rename it poin 2 now we can see that the goblin 2 also has a control rig and it's got the same as our Goblin one which is the one that we're going to get some information into this one but for this I want to give him a little bit more animation so for the face I'll give them the same animation Goblin but this one I will give them the rotation head rotation off so what we'll have is we'll have the same animation only it will not have any head rotation which is fine by me another thing that I want to do is I want to give him an idle animation and we don't have it so what I'll do is I will add another head feature of content or content pack let's add the third person to the project though if I go into content if I go into characters that been that has been headed from the third person go into mannequin not the mannequin Unreal Engine 4 go to the mannequin folder animations many and then I will select those animations right click and it will do retarget animations as to assets sorry animation Assets in the iare retargeter let's select RTG mannequin and here let's uh make sure that it's skm May simple and here I will take for review and it doesn't really matter if you select the male or female they all carry the same rig and let's uh retarget now all those animations will be retargeted to a preview rig that is basically shared by every other rig like the metahuman oh now angil has created eight new assets but I want to be clean so I will drag them all under the animations folder I want everything in my scene to be clean so it'll be easier to access them when they need to I go back to the animations I can actually create a new folder here and I will call it Bri Target p and let's add them into that folder that way we have the gination animation plus the retarget stuff if I go back to the sequencer we'll save it now if I scrub you can see that everything stayed the same way but now I'm decin in the Goin two which is our second one I want to give that one an idol animation I idle and I will select many pidol and we have our animation all in idle position of the body now let's tread this all the way to the to the end because we want the body animation to Loop real which is great I can see that everything is moving properly except we don't have an a head movement but we're going to fix this oh let's save this again and again like I said save as often as possible before you do anything wrong now I will take the face and I will bake it to the control rig I'll select the control rig for the face and create there you go so now that it is baked if I unmute Patrol rigged you can see that we have a control rig for the face and I'll do the same thing for the body and again I'm going to just save everything just to make sure that he doesn't crash on me select the body right click take to control rig and I will control make it to a meta human control rig done if is done but I don't see anything and even when I scrub you can see that nothing is moving when it comes to our second and Goblin and that is because we are mute with the control rig is muted so if you unmute it we will have a control rate that is moving just like we needed to um with the idol animation so now this is where our uh Magic Begins we we have an animation on this control that is with head movement and this one doesn't have had movement and because I want to create an animation mayor to the an Goblin 2 which is our second one I will basically get to the body and go to the metahuman control rig and I will press on the plus and add an eddi of layer which is right here if I go on top of it and make sure that the key L section is on going to leave it be for now but what we'll do is we'll take some information from these controllers so we'll take the control the animations from the the first goblin which is right here just make sure that I'm selecting the right controller one two and let's select the head as well we have three controllers selected let's just make it simple for us let uh let's just see the selected control Rec controls let's open this we have three controllers here let's expand these so all we need we need the information on all the rotations so if I select these three rotations scroll left control select these and control select these ones so this is all the animation we need this is all the information that we need so just drag all the way to the end so I'm selecting the rotation roll pitch in yo now I will go down and we'll shift select these three layers make sure that you don't select the scale as well and then I'll scroll down and shift select these three and I will press contrl C on the keyboard and now I will basically go and select these three controllers one two and three and because we have the selected controllers only so it populates on the list the ones that we need let's select these three control select these three even though you don't have to because unre will know exactly what to do just go to the first frame again and press control of the on your keyboard and now if I play you will see that we have copy pasted the quotation of the head from this character to the one that is on an an idol animation movement and we have po f animation plus head movement now the way that I would like to do it is now that I've done it I will save this and I will also get made of the filter and I will save the file again now the thing that I'd like to do is maybe to rebake the uh animation to the control again if if you have any issues if something is wrong to save get out of the the the sequencer sometimes you might need to even get out of Unreal Engine and reopen it because it is very finicky so now what I'll do is I want to add a little bit of the body motion I go into here we can see that there's not really any and that comes from the main this is how unreal baked it so I will take this you know well let's go into selected control just see the the translate let's see how it looks there you go we have some information in the draft editor I will take I will take these select them all and I will do contrl c again and I will paste them here on this one so this is two let's select the translate go to the graph editor again and do on set a key and now I will paste them so I pasted the animation from the this cord curve this controller and I pasted it on the controller of our rig that is basically the ik and we keep the legs static on the ground and that works that works okay for me so what I can do now is basically take to the Goblin from and basically get rid of it so I don't really need it on the in the sequencer and I don't really need it here as well but we have little animation off in the face plus we have an idle animation on the body now if you want to change the animation you're going to have to repeat the process of getting the animation from the neck one neck two and head controller and paste it on a new animation and that's all it is guys that's all you need to have head animation on top of Base animation on top of a loop or any animation data that you have on the body and I will show you another trick uh on a different video well make sure you like And subscribe and I'll see you in the next video Until Then publin Nation
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Channel: Goblination
Views: 1,146
Rating: undefined out of 5
Keywords: unreal engine 5.3, how to make animations unreal engine 5.3, edit animations, animations unreal engine 5.3, animations unreal, ue5, edit animations unreal, how to edit animations in unreal engine, unreal engine 5 mannequin control rig, unreal engine 5 mannequin, control rig, animator, 2022, 2023, 2024, metahuman, head rotation metahuman, animation tutorials, maya to ue5, digital artistry, ue5 tip, goblination
Id: MrfsTPXi308
Channel Id: undefined
Length: 22min 3sec (1323 seconds)
Published: Thu Dec 28 2023
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