For anyone that got stuck finding the M_head after the metahuman update, its been relocated at Metahumans/Common/Face/Materials/Baked and it should be M_Head_Baked. It worked for me afterwards
Stuff I forgot to mention: to animate the metahuman head, do +track>(name of metahuman)_FaceMesh in the level sequence, delete face control rig and find animations via track>animation from the facemesh section that is now there. Also, whenever you add an object to the character blueprint, make sure it's attached to something via the Socket>Parent Socket section on the right in the blueprint window (eg: left forearm of skeletal mesh, or jaw root of Metahuman head, etc) or it won't move along with whatever animation you have. So if say you want to put a hat on the blueprint character, attach it to the Metahuman head, then attach it via parent socket to FACIAL_C_FacialRoot
Awesome tute. thanks. Any way to use the face control rig? If I try and key any face animations by hand, they work fine previewing but at render time the face just goes blank :|
In UE5.03, I found this mask error "sampling a virtual texture is not allowed" This fixed it for me... @ 0:58 in the video, the mask png is imported and the dragged into the event graph. It was labeled as a virtual texture and not working. Try converting to a 'regular texture' and then dragging into the graph - and proceeding with the tutorial.
I got no such warning - it just didn't work and the material changed to look like the world material. right click on the 'VT' image and convert to regular texture did it!
@@Monoville I know your previous video you put the head on CC3 body AFTER the body animation. But now this way animation/mocap of head and body are together at beginning, making facial gestures together with body movements complement each other. :)
can you make new Tutorial video on UE5.2 whit what your showing on this video out date my model keep braking as in using Paragon Gideon body and try to fix the matehuman to the body both objects keep give me red error and the mesh is gone but i still have files ?? i cant use the same BP as i have to keep restart it over and over trying other ways and the software crash`s
Adding to the comment below identifying the new location of the Face Files (Thank You!), I created a duplicate Face file and migrated only one of my Metahumans to it. This is cool if you only want certain Metahumans in your project to experiment on.
It does work, BUT, when you apply an animation to the face (Face_Anim_BP) for live link use, the metahuman head and neck break and merge into each other.......I am unable to fix this, spent 2 days......any help would be appreciated. Try the same steps and try to get live link working.....cant. I did learn alot tho, still cool to walk around, but if theres a live link solution pls help.
Awesome video - I got it working first time, now I cant repeat it lol... my metahuman neck seems stretched.. and now the head moves much more in the same animation vs the body... did I d something wrong with socket?
Don't think I've seen that happen before, but yeah it sounds like an issue with the socket, I think there are a few available for the neck so maybe try each
Very nice! Now i have a question that is a suggestion also: We see a lot of tutorials showing how to attach metahuman HEAD to a custom body using either this process or the previous one, my question is if it is possible to do this but for other parts instead of the head only. Like if i want to attach a robotic arm to a metahuman, or add a human arm to a robot. The suggestion part is, if this can be possible, you could be the first to make a tutorial like this. Because everyone out there is making only the head from metahuman to another mesh. No one does other part and no one does from another mesh to the metahuman (like the robotic arm example).
Not sure how I'd go about doing this but could maybe attach an arm to the metahumam that you animate with control rig, and mask out the metahuman arm. Might do a tutorial along those lines eventually
Not sure if im doing it wrong, but when the camera gets a certain distance from the mesh the meta head and the original are both visable, but when the camera is about 5m or closer it disappears.
I had the same problem and found what I think is a solution for those who may encounter this issue. Double click the skeletal mesh (Belica in this case). Go to LOD settings. Set "Number of LODs" to 1. Hit "Apply Changes" just below. Save and it should be good.
While I follow every step and the animation seems to be working in the blueprint actor, when it comes to the cinematic part of it, it won't show up on the footage. Any idea why? Thanks.
Was wondering if this could be done more simply. I'm horrible at face modeling and Metahuman seems to be the answer for a lot of developers. +1 on this video very helpful!
Will it work on game ready, I created metahuman soldier (Only body) for my game but struggling to create soldier costume. Can I use this trick to change face of soldier pack in unreal marketplace for my game? Plz reply me
Dear Monoville, I did your steps but here is the thing I do not get facial mocap as I Begin Play. My Characters BOdy is combined with the head and Moving together but I do not have the Facial movements. How to fix.? can you please help..? Best Regards.
hey awesome tutorial, although Im stuck with the parent socket, Im getting an error saying select a different parent socket - cannot changer socket on inherited components, anyone please
This tutorial helped tremendously. I'm running into issues where the eyebrows and eyelashes disappear. They only show at specific angles and distances. Have you experienced this with this method? if so how'd you fix it?
Pivot of the head mesh attaches to neck_01 socket so that the head doesn't move the way it should. Despite everything done like in the video, the head moves in a separate way. How to fix?
Hi! Thanks for this tutorial. How would you do it with Unreal Mannequin and Metahuman head? When I remove Mannequin's head I can't import it in UE because "no mesh was found or animation".
This is a fantastic tutorial, thank you so much! Quick question, do you ever have an issue with longer hair where it rest on the masked out part of the next instead of the new body mesh?
Hello! Thanks for that! Weirdly when I attach the MH Head to either the neck or head (or and other bone ) it completely goes off to a random position_angel or hight....what could that be? Thank you! Best Marco
Thanks for Making this tutorial. It is very helpful, To fix poke throw of neck, I used your method of opacity mask on my Metahuman Face, But I have multiple metahumans in my project and all of their neck are now invisible, How to avoid this, what are the correct steps with multiple Metahumans in the project?
You'll need to make a separate duplicate of the base material which you've applied the opacity mask to, and only apply it to the metahumans you want it to. Leave the original base material untouched
I had the same problem. I think I found the solution. Double click the skeletal mesh (Belica in this case). Go to LOD settings. Set "Number of LODs" to 1. Hit "Apply Changes" just below. Save and it should be good.
Hi Man, thank you for this tutorial. I did as you said but there my head is not attached to the body although I pick the head bone socket. What might be wrong.? I am trying a livelink body and face from Rokoko .
@@Monoville Hi Monoville I figuredout to attach the head on to body like in the tut. But now I do not get a live facial mocap response from Rokoko Mocap Suit Facial Capture. I am trying the livelink option. So please try guiding me accordingly. Thank you.
Any hope I can get same tutorial in UE 5, idk but now I m getting frustrated by watching I can see tutorial of things which I want to do are available, but they all are in ue4 🥺.. Ue4 interface goes above my head because I started learning ue from its version 5
The method hasn't failed but has been relocated. You go to Metahumans/Common/Face/Materials/Baked and select M_Head_Baked and follow the video from there.
When I attach the facemesh to headbone, the head is floating around out of the body during animations. Not just offset, it seems like its panning aroung on a stick. What might be the problem?
thanks a lot , However when I use animation to the face (Face_Anim_BP) for livelink , the metahuman head and neck break and merge into each other..any help would be appreciated. and thank you in advanced
Great work! ...but I am struggling to get the face animating with the iphone...can't seem to get the anim blueprint to work...if I use the original the head offsets and stretches...?
same problem too. It all worked fine live link was in the details panel and i had no issue with it. Came back to pull open the project this week and it's not there anymore and I don't know how to turn it back on or activate it @@alexcounsell241
Try setting bounds scale for each of those elements to 10. If that doesn't work, try copying LODSync from the Metahuman blueprint to your new blueprint, Num LODs should be 8, and 1 for forced LOD.
what if I have different characters that require different masking for neck. I should mask individual character's head materials right? common would replace it on all, i think. ?
@@Monoville I made a duplicate of the head material for my another metahuman character and delete the opacity mask from material, but nothing is change. Character is still have a hole under the neck. But my first character is ok, because he has the main head material (initial). Can you please help me with any solution?
@@mikolaicgi Were you able to solve the problem with different characters? Now I'm also trying to apply a mask, but it applies to all the characters, I tried to duplicate all the native materials and changed the whole chain, but with this variation the mask stopped working at all ((
@@Kirill28465 Yes, I did it) I don't remember how exactly I did it, but you shoud to try a couple of things: 1. If you have 2 characters in your project, create 2 MH_Head and MH_Head Synthesized materials for each of them. Also you must to have 1 main MH_Head material. 2. Connect materials for each of characters in like in tutorial. 3. Add opacity mask in main MH_Head material and in MH_Head material of your main character. I hope it help you to solve your problem. In other case, write me again.
@@mikolaicgi Thank you very much, in fact I have three characters, I did as you said and everything worked, I duplicated MH_Head and MH_Head Synthesized, three times into three separate folders and assigned these materials from folders for each character individually. Then I just put the mask in the right material and everything worked, I didn't even have to touch the original MH_Head
Great Vid Bro!! I tried making a copy of the Material and then attaching the subsequent material instances and i can't get this to work, do you have any idea why?
Thanks for the videos , can you explain how to disable lod for hair using this method? My hair disappear from a certain distance when i put them into a new Actor BP
I'm not sure if there's a fix for that, I know that some hair pieces are marked as "work in progress" on Metahuman and have this issue. I guess either wait for them to fix them, or use one of the hair pieces that don't have the LOD issue (although there's only a few of them, like the shorter one I used in this video)
In case anyone is still struggling with LOD issues even after copying or adding an LODSync: You need to add the variables (beard, eyebrows, fuzz etc.) manually to the LODSync under "Components to Sync".
@Monoville, Hello, as suggested i tried to duplicate the material but it don't allow me to make one, it is showing me this message every time as soon as i right click and choose duplicate. " The path to this asset is too long 290, maximum cooking is 260, please choose a shorter name for the asset or choose a shallower folder structure with shorter name" This is my path for Metahuman Head - Face, Facemesh, MI_Headsynthesized_baked, MI_Headsynthesized_baked, M_Head_Baked I am duplicating this one M_Head_Baked , is this right.
Yes that's the correct name. M_Head_Baked should be in content>metahumans>common>face>materials>baked. I did a test to duplicate and it's working fine for me
For anyone that got stuck finding the M_head after the metahuman update, its been relocated at Metahumans/Common/Face/Materials/Baked and it should be M_Head_Baked. It worked for me afterwards
Thanks, bro!
I’m sticker at the parent socket nothing is coming up 03:00
Stuff I forgot to mention: to animate the metahuman head, do +track>(name of metahuman)_FaceMesh in the level sequence, delete face control rig and find animations via track>animation from the facemesh section that is now there. Also, whenever you add an object to the character blueprint, make sure it's attached to something via the Socket>Parent Socket section on the right in the blueprint window (eg: left forearm of skeletal mesh, or jaw root of Metahuman head, etc) or it won't move along with whatever animation you have. So if say you want to put a hat on the blueprint character, attach it to the Metahuman head, then attach it via parent socket to FACIAL_C_FacialRoot
Awesome tute. thanks. Any way to use the face control rig? If I try and key any face animations by hand, they work fine previewing but at render time the face just goes blank :|
can we use the same method to hide some body parts ?
@@قصصوحكايات-خ4ل the opacity mask method? Sure, yep.
@@Monoville can you make video plz i want to hide some part of the body like torso and i want to keep the arms
@@قصصوحكايات-خ4ل will make a video at some point soon!
Thanks, really helped me. Even two years after you posted this video.
You're welcome!
In UE5.03, I found this mask error "sampling a virtual texture is not allowed"
This fixed it for me... @ 0:58 in the video, the mask png is imported and the dragged into the event graph. It was labeled as a virtual texture and not working. Try converting to a 'regular texture' and then dragging into the graph - and proceeding with the tutorial.
I got no such warning - it just didn't work and the material changed to look like the world material. right click on the 'VT' image and convert to regular texture did it!
Thank you!! Converting to regular texture worked for me and everything looks great now.
You're a legend brother
Sheesh, thank you.
@@ScottBarrettihq Cheers buddy. I was stuck on that too and it fixed it for me.
For those having a hard time attaching to a socket you have to parent the face mesh to the piece of armor or clothing you are attaching it to
Still it gave me no ideas how to do it. Please explain 🙏
plz help y got "[SM5] Sampling a virtual texture is currently not supported when connected to the Opacity Mask material attribute.
were you able to fix this? I disable virtual texturing in project settings, but I wonder if that fixes one thing and breaks another
@@DesignsbyElement before use image just resize photo resolution in pinter 95% and use it
This solution was very helpful, thank you.
Stunning results in your final render love it 👍🏽
Thank you!
@@Monoville You’re welcome
Ok so, your little details in this are AWESOME!!! Wish all tuts were like yours
Thank you!
@@Monoville I know your previous video you put the head on CC3 body AFTER the body animation. But now this way animation/mocap of head and body are together at beginning, making facial gestures together with body movements complement each other. :)
Yeah definitely works better this way a lot of the time, unless specific head movements are needed!
this is a pro methods of teaching a workflow! simple fast efficient
You're a life saver! Thank you for the opacity mask tip!!
You're welcome!
Literally exactly what I was looking for and a simple solution! You're the best, thank you so much!!
You're welcome!
can you make new Tutorial video on UE5.2 whit what your showing on this video out date my model keep braking as in using Paragon Gideon body and try to fix the matehuman to the body both objects keep give me red error and the mesh is gone but i still have files ?? i cant use the same BP as i have to keep restart it over and over trying other ways and the software crash`s
Hi, Thank you! The moment I attach an animation the head becomes offset. Do you know what the fix is? (UE5)
Try this! ruclips.net/video/IyFnI_4spAg/видео.html
thank you! super helpfull :)
You're welcome!
Thank you, it is possible to match the head to a body mesh using the technique you've shown - Very Nice !
You're welcome!
Will you make an update for the updated Metahumans neck removal
Adding to the comment below identifying the new location of the Face Files (Thank You!), I created a duplicate Face file and migrated only one of my Metahumans to it. This is cool if you only want certain Metahumans in your project to experiment on.
I didn’t get it to work what I’m I doing wrong? I follow the Same steps but when I went back the meta human neck still the same
amazing tutorial , thanks. Been looking for this solution for a long time.
Amazing tutorial!! How do I put adjustable LOD's on my bp? My character works now but has no groom in distance
It does work, BUT, when you apply an animation to the face (Face_Anim_BP) for live link use, the metahuman head and neck break and merge into each other.......I am unable to fix this, spent 2 days......any help would be appreciated. Try the same steps and try to get live link working.....cant. I did learn alot tho, still cool to walk around, but if theres a live link solution pls help.
Followed another one of your guides and it solved the issue, fucken eh bro. ruclips.net/video/C7S3vv6-7V0/видео.html
same happend to me , did you get any fix
Thanks for the video!
your the best hopefully unreal do a automatic conversion.
Thanks. Yeah that would be nice!
Thank you so much, worked brilliantly on my custom android robot containing my own face!!!
What did you use for your own face?
Thank you so much for creating this video, its very helpful for the project I am creating :)
You're welcome!
Thanks for sharing, it help me a lot
Thanks really helpful but my MH neck is bouncing around once i animate I don’t know what I’m doing wrong
Amazing tutorial, thanks for sharing
Awesome video - I got it working first time, now I cant repeat it lol... my metahuman neck seems stretched.. and now the head moves much more in the same animation vs the body... did I d something wrong with socket?
Don't think I've seen that happen before, but yeah it sounds like an issue with the socket, I think there are a few available for the neck so maybe try each
@@Monoville Thanks mate - yes wrong socket and I needed to parent it in the blueprint to get it working which I missed... working now!
It's actually to do with a cached pose. Here's the fix - ruclips.net/video/IyFnI_4spAg/видео.html
@@NickRomick THANK YOU SO MUCH FOR THIS!!!!!
This is awesome!!!
Thank you!
Very nice!
Now i have a question that is a suggestion also: We see a lot of tutorials showing how to attach metahuman HEAD to a custom body using either this process or the previous one, my question is if it is possible to do this but for other parts instead of the head only. Like if i want to attach a robotic arm to a metahuman, or add a human arm to a robot.
The suggestion part is, if this can be possible, you could be the first to make a tutorial like this. Because everyone out there is making only the head from metahuman to another mesh. No one does other part and no one does from another mesh to the metahuman (like the robotic arm example).
Not sure how I'd go about doing this but could maybe attach an arm to the metahumam that you animate with control rig, and mask out the metahuman arm. Might do a tutorial along those lines eventually
Thanks for the tutorial this is just what I need
You're welcome!
Can I use any body? For example a body that rigged with mixamo?
Cool stuff :) keep going
Thanks!
Not sure if im doing it wrong, but when the camera gets a certain distance from the mesh the meta head and the original are both visable, but when the camera is about 5m or closer it disappears.
I had the same problem and found what I think is a solution for those who may encounter this issue. Double click the skeletal mesh (Belica in this case). Go to LOD settings. Set "Number of LODs" to 1. Hit "Apply Changes" just below. Save and it should be good.
Thank you for very helpful tutorial, I wanna ask, can we use this method for modular character customization system?
While I follow every step and the animation seems to be working in the blueprint actor, when it comes to the cinematic part of it, it won't show up on the footage. Any idea why? Thanks.
Was wondering if this could be done more simply. I'm horrible at face modeling and Metahuman seems to be the answer for a lot of developers. +1 on this video very helpful!
Will it work on game ready, I created metahuman soldier (Only body) for my game but struggling to create soldier costume. Can I use this trick to change face of soldier pack in unreal marketplace for my game? Plz reply me
Dear Monoville, I did your steps but here is the thing I do not get facial mocap as I Begin Play. My Characters BOdy is combined with the head and Moving together but I do not have the Facial movements. How to fix.? can you please help..?
Best Regards.
I’m stuck at the parent socket
UE 5.4 says it’s impossible to change
Please help me, how do I fix it?
hey awesome tutorial, although Im stuck with the parent socket, Im getting an error saying select a different parent socket - cannot changer socket on inherited components, anyone please
Same here. Found any solution?
This tutorial helped tremendously. I'm running into issues where the eyebrows and eyelashes disappear. They only show at specific angles and distances. Have you experienced this with this method? if so how'd you fix it?
Make sure the bounds scale on each of them Is set to 10, also in LODsync in the blueprint change forced LOD from -1 to 0
how to separate the head????? its a big problem!!!! New BL with only HEAD just NOOOOT WOOORKING!!!! (ue5)
Pivot of the head mesh attaches to neck_01 socket so that the head doesn't move the way it should. Despite everything done like in the video, the head moves in a separate way. How to fix?
Hi! Thanks for this tutorial. How would you do it with Unreal Mannequin and Metahuman head? When I remove Mannequin's head I can't import it in UE because "no mesh was found or animation".
Thank you so much! Can I use mixamo animation with this tutorial?
This is a fantastic tutorial, thank you so much! Quick question, do you ever have an issue with longer hair where it rest on the masked out part of the next instead of the new body mesh?
Hello! Thanks for that! Weirdly when I attach the MH Head to either the neck or head (or and other bone ) it completely goes off to a random position_angel or hight....what could that be?
Thank you!
Best
Marco
thank you fro your videos .can you make video about clothing for metahumen . like simukation cloth in marvelous and exporting it to UE5 or ue4
Great tutorial* Thank you so much :)
this helped me a lot...thanks
You're welcome, glad it was helpful!
How can i add a control rig to this blueprint? with meta head and custom body? I dont see an option of control rig when i right click on a Blueprint
Cool, i got a problem with LOD hairs, even if I put to 1 they vanish if zoom out, how to fix it? thanks
Have you set bounds scale for everything to 10?
Thanks for Making this tutorial. It is very helpful, To fix poke throw of neck, I used your method of opacity mask on my Metahuman Face, But I have multiple metahumans in my project and all of their neck are now invisible, How to avoid this, what are the correct steps with multiple Metahumans in the project?
You'll need to make a separate duplicate of the base material which you've applied the opacity mask to, and only apply it to the metahumans you want it to. Leave the original base material untouched
Why is it that the original head still appears if you move farther back from the character?
I had the same problem. I think I found the solution. Double click the skeletal mesh (Belica in this case). Go to LOD settings. Set "Number of LODs" to 1. Hit "Apply Changes" just below. Save and it should be good.
Would I be able to do this but instead of adding the head in the BP, I attach the head in blender and use it as a skeletal mesh?
You could probably do that but you wouldn't be able to animate the face in Unreal
how i can use face livelink in this case!
Hi Man, thank you for this tutorial. I did as you said but there my head is not attached to the body although I pick the head bone socket. What might be wrong.? I am trying a livelink body and face from Rokoko .
Not sure, I've never used a rokoko face. Could maybe try attaching outside the blueprint
@@Monoville Hi Monoville I figuredout to attach the head on to body like in the tut. But now I do not get a live facial mocap response from Rokoko Mocap Suit Facial Capture. I am trying the livelink option. So please try guiding me accordingly. Thank you.
thanks a lot, it still works even on ue5.4
How so? Don’t you have a problem with parent socket thing? My UE 5.4 says it’s impossible to change, so I can’t attach head to the new body
Any hope I can get same tutorial in UE 5, idk but now I m getting frustrated by watching I can see tutorial of things which I want to do are available, but they all are in ue4 🥺..
Ue4 interface goes above my head because I started learning ue from its version 5
Metahuman appears to have been updated.
M_heda no longer exists.
This method appears to have failed.
The method hasn't failed but has been relocated. You go to Metahumans/Common/Face/Materials/Baked and select M_Head_Baked and follow the video from there.
When I attach the facemesh to headbone, the head is floating around out of the body during animations. Not just offset, it seems like its panning aroung on a stick. What might be the problem?
i tried around but can't find the solution to the problem. Anybody here who can help?
thanks a lot , However when I use animation to the face (Face_Anim_BP) for livelink , the metahuman head and neck break and merge into each other..any help would be appreciated. and thank you in advanced
ruclips.net/video/IyFnI_4spAg/видео.html
thank you mate. Verry helpfull \m/🤓
You're welcome!
Why are eyebrows disappearing when camera is not close? I changed it to Epic setting so that hair came back, but eyebrows are still disappearing.
Make sure bounds scale is set to 10 for all the different elements like eyebrows in the chatacter blueprint. And in LODSync set forced LOD to -1
@@Monoville Thank you so much!
@@kazemedia You're welcome, glad you got it sorted!
Thank you very much for this tutorial ! I don't have the M_Head material maybe it changed for something else now
Thank you so much, did you find where is the M_Head material now ?
@@ramacharly9516 yes it's called M_Head_Baked and it's on the folder :
MetaHumans/Common/Face/LookDev/Shared
@@kalkutafr I do no more have LookDev folder
Great work! ...but I am struggling to get the face animating with the iphone...can't seem to get the anim blueprint to work...if I use the original the head offsets and stretches...?
Not sure! If you can provide a video or screenshots I might be able to figure out what's up
@@Monoville thanks for replying, I solved it but not sure how, think it was a glitch or bug as all I did was restart the project and it worked...
@@alexcounsell241 no problem, glad it's working now!
@@alexcounsell241 Do you know how you fixed it now? Because I have the same problem
same problem too. It all worked fine live link was in the details panel and i had no issue with it. Came back to pull open the project this week and it's not there anymore and I don't know how to turn it back on or activate it
@@alexcounsell241
Once I copy over my hair, eyebrows, beard etc I can't seem to lock the LOD to keep them from disappearing anywhere. Any recommendations?
Try setting bounds scale for each of those elements to 10. If that doesn't work, try copying LODSync from the Metahuman blueprint to your new blueprint, Num LODs should be 8, and 1 for forced LOD.
what if I have different characters that require different masking for neck. I should mask individual character's head materials right? common would replace it on all, i think. ?
You'll have to make a duplicate (or several) of the head material with different masks and assign them to your different metahumans
@@Monoville I made a duplicate of the head material for my another metahuman character and delete the opacity mask from material, but nothing is change. Character is still have a hole under the neck. But my first character is ok, because he has the main head material (initial). Can you please help me with any solution?
@@mikolaicgi Were you able to solve the problem with different characters? Now I'm also trying to apply a mask, but it applies to all the characters, I tried to duplicate all the native materials and changed the whole chain, but with this variation the mask stopped working at all ((
@@Kirill28465 Yes, I did it) I don't remember how exactly I did it, but you shoud to try a couple of things:
1. If you have 2 characters in your project, create 2 MH_Head and MH_Head Synthesized materials for each of them. Also you must to have 1 main MH_Head material.
2. Connect materials for each of characters in like in tutorial.
3. Add opacity mask in main MH_Head material and in MH_Head material of your main character.
I hope it help you to solve your problem. In other case, write me again.
@@mikolaicgi Thank you very much, in fact I have three characters, I did as you said and everything worked, I duplicated MH_Head and MH_Head Synthesized, three times into three separate folders and assigned these materials from folders for each character individually. Then I just put the mask in the right material and everything worked, I didn't even have to touch the original MH_Head
Thanks for the tutorial! The Drive's zip file with the opacity masks seems corrupted though.
I checked and it's working fine for me, give it another go!
@@Monoville That's weird, when I try to unzip it says that it might be damaged or corrupted :(
@@Monoville Is it possible to upload the images separated? If it's not too much trouble of course. You already did so much making this tutorial!
@@lhmsc No problem, here they are separated drive.google.com/drive/folders/1UKX6N4n1_5kjdp53oMqstxK5vxiM0u3m?usp=sharing
@@Monoville You're amazing, just earned a new sub! Thanks a lot :D
Great Vid Bro!!
I tried making a copy of the Material and then attaching the subsequent material instances and i can't get this to work, do you have any idea why?
Hmm I'm not sure, if you can provide a video or screenshots i might be able to figure it out
@@Monoville I figured it out. I had to force LOD to 1. it should in the preview and content as working but in the viewport it wasn't.
@@Monoville Appreciate the speedy reply
No problem, glad you got it sorted!
Is there a reason that my metahuman neck is folding when I apply the face anim blueprint to my character body? Anyone else experience this?
Maybe because of a cached pose? Try this - ruclips.net/video/IyFnI_4spAg/видео.html
When you add face animations in the sequence, the head seems to sink into the body. Is there an easy fix?
Not really, it's due to the different heights of metahuman characters, just have to adjust the position in the blueprint
Do you know if I could still use Live Link Face with this setup ?
Yes you should be able to
Thanks for the videos , can you explain how to disable lod for hair using this method? My hair disappear from a certain distance when i put them into a new Actor BP
I'm not sure if there's a fix for that, I know that some hair pieces are marked as "work in progress" on Metahuman and have this issue. I guess either wait for them to fix them, or use one of the hair pieces that don't have the LOD issue (although there's only a few of them, like the shorter one I used in this video)
@@Monoville thanks for this it helped a lot :)
@@tagrandmere0782 you're welcome :-)
Add a LOD sync component and set it to 0.
In case anyone is still struggling with LOD issues even after copying or adding an LODSync: You need to add the variables (beard, eyebrows, fuzz etc.) manually to the LODSync under "Components to Sync".
THANKS - YOu are true Hero
Does it work with every game
holy shit mah pantz!!! dayum!!!!!!!!! tytytytyty!!!!!!!!
Sooo god thanks
Great! Video, Thanks
First!?
You betcha!
@Monoville, Hello, as suggested i tried to duplicate the material but it don't allow me to make one, it is showing me this message every time as soon as i right click and choose duplicate.
" The path to this asset is too long 290, maximum cooking is 260, please choose a shorter name for the asset or choose a shallower folder structure with shorter name"
This is my path for Metahuman Head - Face, Facemesh, MI_Headsynthesized_baked, MI_Headsynthesized_baked, M_Head_Baked
I am duplicating this one M_Head_Baked , is this right.
Yes that's the correct name. M_Head_Baked should be in content>metahumans>common>face>materials>baked. I did a test to duplicate and it's working fine for me
DISCULPA COMO LO HAGO EN UNREAL 5 ESO MISMO?
Can you still use LiveLink Face with this?