UEFN and Metahumans!

Поделиться
HTML-код
  • Опубликовано: 16 июл 2023
  • Imported facial and body animation on a custom metahuman skeletal mesh.
    I'm always amazed by what you can do with #unrealengine!
    This weekend I spent a little time messing around with #UEFN, I was curious about the pipeline for migrating assets from #UE5 into #Fortnite. I was especially curious to see if it was possible to bring in #Metahumans.
    Unfortunately the Fortnite editor doesn't currently support morphs for skeletal meshes, so I tried parenting the source face rig to the body in Maya and then baking animation controls to the joints and was pleasantly surprised to see how easy it was!
    Really opened my eyes to the possibilities for bringing in high quality facial and body animation into Fortnite Creative!
    AND... I also had to see if I could bring over my virtual home, which at this point has become my metaverse-teapot. :)
    You can check it out using this Island Code -- 7373-5242-3130
  • КиноКино

Комментарии • 8

  • @hanus35
    @hanus35 Год назад

    Lol I had soooo many questions.... And then I realized you've documented everything on your channel.... Great work!!!!! Now I gotta figure out a diy facial mocap workflow for uefn..... Thanks...

  • @Leitin
    @Leitin 3 месяца назад +1

    how did you put the audio in your metahuman

  • @bestplayern1ytrox321
    @bestplayern1ytrox321 4 месяца назад

    How to bring the meta human in UEFN?

  • @JoshuaLundquist
    @JoshuaLundquist 10 месяцев назад +1

    Would love to commission you for a project, where's the best place to contact you?

  • @xaby996
    @xaby996 4 месяца назад +1

    Still bloated with bones. Oh well

  • @bestplayern1ytrox321
    @bestplayern1ytrox321 4 месяца назад

    Great! But could you please tell me how to import ( bring ) the MetaHuman in UEFN? So that you can Lou Che the game with out errors

    • @brycelynch
      @brycelynch  4 месяца назад +1

      If you pause the video at the beginning you can see the skeleton hierarchy. It requires unbinding meshes, combining head and body skeletons under same root, reskinning to new skeleton (copy skin weight back).