Thanks a lot ! For everybody wondering..."master pose component" seems to be "leader pose component" in 5.2. Hard to make tutorials these UE5.x... days, with stuff rapidly changing :D
Thank you so much for all of the tutorials, and mostly for this free project. I've just started learning UE this week and I've already made cinematic scenes and now running through my worlds based on projects like this. It's projects like this that speed up the workflow for everyone in the long run and ultimately helps us all grow as a community. So truly, thank you so much.
For anyone who is having problems changing the overlaystate in version 5.3, here is how I solved it. PS- my english is bad, but i think you can understand I think when you add the metahuman across the project he replaces the base files used by the animations, making the overlaystates unusable. So I manually added the metahuman. I combined the two metahuman folders, the one I want to add and the project metahuman. First I added mine, replacing the project metahuman folder, but then I replaced the folder with the original one again. It will keep the original project files along with my metahuman meshes without them having replaced the original ones that the animations use. This worked for me, it didn't change the animation blueprint mesh. So I followed the tutorial normally and everything was perfect. There's probably a better way to do this. I hope it works for someone else
Omg. So this is the quickest version of making new project with “ALS v4-metahuman”!! It tooks only 3mins😂 I already saw your first video, retargeting some stuff, remove bones, etc..Little complicated haha In this video, you already make retargeted body. And we only have to change mesh and make new nodes on it. It‘s incredible And make new level on this project, use this metahuman BP to make games! Why are you so kind? thanks a lot :)
Thank you very much! 🙏🏻 feels great to help other people. I think Epic introduced metahumans so that people could make their own characters for their projects but their integrations are still a bit advanced for most users. ALS is a good staring point for most games so I just thought anyone should have the possibility to implement any metahuman quickly without wasting days or weeks on this process.
First off, this was amazing - thank you! I do have a quick question. So I downloaded a Metahuman, and created a bunch of new assets for it. All of which work, except for the pants. They don't follow the actual legs properly in the BP - they move, but are not playing back the same. When I check the individual animations with my skeletal mesh (for my custom pants) they work fine. Any idea what may be causing this?
Thank you for watching and for your support! Specifically I cannot say, but assets like clothes, shirts, pants, must also have a skeleton that is compatible with your character skeleton, so it might be the case that the downloaded asset doesn't possess a compatible skeleton. Anyway you can try to 'setMasterPose' (UE5.1) on the dowloaded asset based on the 'mesh', the same way we do it on the legs, face and torso in this video
The ALS character was fully removed from this project, the rig only serves the ALS character in order to retarget its animations. In all my other videos I create the rig by duplicating the UE4 mannequin rig and changing the mesh to the ALS instead, because the ALS skeleton is compatible with the UE4 skeleton, so I dont have to change too much. Then I use that rig to retarget the animations to the UE5 metahuman skeleton. From that point the old rigs are no longer needed as they belong to ALS. Create a fresh project and keep it simple, try to follow the steps carefully until the process is finished. Discord channel will be in the description of my next videos.
@ASHWIN try to just delete the ALS skeleton and when the error message pops up, you replace it with the UE4 skeleton, that way you can be sure every dependency changed then you retarget from UE4 to UE5 like he said
Cheers for the project files. I would like to ask about changing the face or hair materials. I can't manually change the metahuman's face or hair material. The base character can change the material but not on the MH_CharacterBP. Do you know the problem to this?
OMG, it just goes even quicker! 😅 You're the man! Is there a way you just need to do this migration once and then ALS is working with every MetaHuman you want to implement into your project?
With 5.3 it seems that this isn't working properly... Changing the character makes it float when crouching, and none of the overlays (Handgun, Rifle, Box, etc. ...) are working... Also, sometimes the groom assets are out of place and floating, both when copying to the character BP or even reparenting the original Metahuman BP (probably an issue with the engine), even when they look good, they go berzerk after a project is closed and opened again (even with every transform zeroed out, they appear inside the face of the model, and on PIE mode you see them floating on a different location)... seriously considering abandoning metahumans all together, they look nice, but I don't think they are worth the trouble for the most part...
The non compatible skeletons make this harder indeed, there are a lot of issues to fix, maybe abandoning ALS would be a good solution? You can take a look at our new locomotion series where metahuman integration becames really simple with the new UE5 skeleton: ruclips.net/video/1ouk8iF-ZNU/видео.htmlsi=ZJ81v4jcncMRq6SY
re. Changing the character makes it float when crouching, and none of the overlays (Handgun, Rifle, Box, etc. ...). This is because you are missing the virtual bones. If you watch the second video by @nativecoder there he shows how to add them.
is the link correct? i clicked it then there are many many pop up advertising and asking for permission of notification... and finally i didn't find the project... ToT
dude really nice videos but when i import my metahumans characters the character can't hold the gun properly weapon spawns on your character's root skeleton please help me
I want to ask you if you have a tutorial on how to build this project from zero you shared on youtube. I would like to learn how to do it in one of my projects. Looking forward to hearing from you. Cheers,
HI. Is there any way to contact you beyond this comments section? I ran into some problems setting up the hair materials in your project and would like some questions for you, and I don't want to spam here. Best regards.
I will release a discord channel soon for everyone, for now you can talk here: codeshare.io/1YWnd3 or tell me your discord name and i will contact you. Thanks!
my MH just floats above ive made sure i followed step by step how do i fix this? (Edit) So i fixed my MH floating i had an issue when importing the MH from another project just used fresh download instead and made sure to use the right nodes this time in the construction script i used master pose component mesh this time not face it does mater the nodes have different values and options now everything works fine but now how do i add this to alsv4?
hi there !! i did get your project and follow your tutorial to change the metahuman thank you very much for that !! hmm i got a question now is there a way to make it replicable ??
I will release a new version with the folders separated soon. But for now to fix that issue you could create 2 projects with my files and migrate my skeleton and overwrite it in the other project after you imported a metahuman.
you can copy only the animations in an animation folder in your metahuman folder of your project it works on 5.1 I just did it thank you very much for all these animations for the ai too it's cool
UE never asked me to overwrite the files. But I think its ok if you replace them. In my project the only metahuman files that exist are the skeleton and the female mesh because they were customized to work with ALS. Any doubt feel free to ask
@@nativecoder Thank you! When I overwritten the files, your metahuman started running at a strange acceleration. :D But now i migrated my metahuman from another project with only skeletal meshes and everything is ok. Thanks for sharing this project!
Hey there, to add the files you need to copy the downloaded project into your unreal projects folder. Then it should show up on your project list inside epic games launcher.
My project does not support ALS Community since it is Blueprint based and not C++. In order to use a metahuman in ALS Community you can follow my other video, but you have to make some changes tho: m.ruclips.net/video/aG_nLHanASU/видео.html You can also use my other tutorial but its only live retargetting: github.com/dyanikoglu/ALS-Community/discussions/437
hi this is amazing and unique...thanks for this free project and tutorial..is it possible to add fire and damage to the weapon of this project?..please make a tutorial on this project??
@@nativecoder and how to use it with your project? what do i need to replace? im sorry but its too complicated for me, could you please make one more video on integrating your character to plugin version of als?
@@JustLuckShow my project uses the marketplace version of ALS. If you want to use metahumans with ALS Community for example you can use the following video which will also work on replicated versions of ALS: ruclips.net/video/aG_nLHanASU/видео.html You can check this documentation that Ive created to implementet Metahumans in the ALS Community, but its live retargeting not full retargetting: github.com/dyanikoglu/ALS-Community/discussions/437 Since a lot of people is asking for a replicated version, I will make a video for it as soon as I can. It took me a lot of weeks to fully understand metahumans, so its normal that it seems complicated.
@@Gnda3e I cant understand what you are saying, can you please go into our discord channel and share a video? Have you tried pressing the number 1 or the number 2 on the keyboard? Those numbers should switch the camera mode
@@nativecoder Hello again. I added my character. but weapon animations don't work. The weapons move with the character under your feet on the ground. what did i do wrong
@@edizgunay Check if the metahuman skeleton contains the weapon sockets. New versions of Unreal Engine seem to overwritte a few files and ruin the process. What is your current version?
Thanks a lot for the share, you rock ! I spent few hours yesterday following the other tutorial (ruclips.net/video/aG_nLHanASU/видео.html&ab_channel=NativeCoder) but I couldn't make it work fully (mantling 2 meters up in the air, a 6 second freeze each time it reaches a certain point in a roll montage, and the hairs going crazy after ragdoll). Providing a template is very kind and saves a lot of work, only foot ik doesn't work . I've added all virtual bones (cautiously taking the correct parent and target with correct name) and replaced all their references in the anim BP. Also added the curves needed on the skeleton (enable foot and foot lock). I know it is a common problem but these are the requirement for feet ik to work, but it still doesn't and I don't know what I'm missing. I don't know if I downloaded the correct version, I also recreated all camera sockets because there wasn't. You don't need to add all these extra stuff in your video. I'm thinking maybe it is because of metahuman having some differences in 5.3. I would try to use 5.1 then convert once everything is done, but my metahuman don't import in 5.1, I get only empty folders that's why I have to switch to 5.3 before importing the metahuman.
Shame that half the features break when you do it this way... Ragdoll is broken... Can't Migrate the project files cleanly... if you use the male skeleton all Overlay states break.. You can save time by doing it yourself instead of troubleshooting all this guy's issues while trying to learn.
Please follow the new tutorial to use this project:
ruclips.net/video/9T-ZC31GjBY/видео.html
Thanks a lot ! For everybody wondering..."master pose component" seems to be "leader pose component" in 5.2.
Hard to make tutorials these UE5.x... days, with stuff rapidly changing :D
It apparently was changed in 5.1 >_< got me sweating for a sec eh !
Thank you!
good call (usualy the leader pose component is already there when you open the construct script ...but in case is not there is a good tip) ty
thanks, this pose is a probles, but your solution help me !
Thank you so much for all of the tutorials, and mostly for this free project. I've just started learning UE this week and I've already made cinematic scenes and now running through my worlds based on projects like this. It's projects like this that speed up the workflow for everyone in the long run and ultimately helps us all grow as a community. So truly, thank you so much.
For anyone who is having problems changing the overlaystate in version 5.3, here is how I solved it.
PS- my english is bad, but i think you can understand
I think when you add the metahuman across the project he replaces the base files used by the animations, making the overlaystates unusable. So I manually added the metahuman.
I combined the two metahuman folders, the one I want to add and the project metahuman.
First I added mine, replacing the project metahuman folder, but then I replaced the folder with the original one again. It will keep the original project files along with my metahuman meshes without them having replaced the original ones that the animations use.
This worked for me, it didn't change the animation blueprint mesh. So I followed the tutorial normally and everything was perfect.
There's probably a better way to do this.
I hope it works for someone else
This was just what I was looking for, thanks!
Omg. So this is the quickest version of making new project with “ALS v4-metahuman”!! It tooks only 3mins😂
I already saw your first video, retargeting some stuff, remove bones, etc..Little complicated haha
In this video, you already make retargeted body. And we only have to change mesh and make new nodes on it. It‘s incredible
And make new level on this project, use this metahuman BP to make games!
Why are you so kind? thanks a lot :)
Thank you very much! 🙏🏻 feels great to help other people. I think Epic introduced metahumans so that people could make their own characters for their projects but their integrations are still a bit advanced for most users. ALS is a good staring point for most games so I just thought anyone should have the possibility to implement any metahuman quickly without wasting days or weeks on this process.
@@nativecoder
That's really kind and awesome of you!
Thanks bro. Awesome!
First off, this was amazing - thank you! I do have a quick question. So I downloaded a Metahuman, and created a bunch of new assets for it. All of which work, except for the pants. They don't follow the actual legs properly in the BP - they move, but are not playing back the same. When I check the individual animations with my skeletal mesh (for my custom pants) they work fine.
Any idea what may be causing this?
Thank you for watching and for your support!
Specifically I cannot say, but assets like clothes, shirts, pants, must also have a skeleton that is compatible with your character skeleton, so it might be the case that the downloaded asset doesn't possess a compatible skeleton.
Anyway you can try to 'setMasterPose' (UE5.1) on the dowloaded asset based on the 'mesh', the same way we do it on the legs, face and torso in this video
Thank you very much for sharing this project!
is this project the community alsv4 that is replicated/networked? Or is this the stock alsv4 original project with no replication?
This is brilliant ❤
Bro , can you share the rig which you used, I am struggling to put your als meta into my project by replacing
The ALS character was fully removed from this project, the rig only serves the ALS character in order to retarget its animations. In all my other videos I create the rig by duplicating the UE4 mannequin rig and changing the mesh to the ALS instead, because the ALS skeleton is compatible with the UE4 skeleton, so I dont have to change too much. Then I use that rig to retarget the animations to the UE5 metahuman skeleton. From that point the old rigs are no longer needed as they belong to ALS. Create a fresh project and keep it simple, try to follow the steps carefully until the process is finished. Discord channel will be in the description of my next videos.
@ASHWIN try to just delete the ALS skeleton and when the error message pops up, you replace it with the UE4 skeleton, that way you can be sure every dependency changed
then you retarget from UE4 to UE5 like he said
Also VERY IMPORTANT:
MAKE SURE TO DISABLE POST PROCESS BLUEPRINT when trying to use the metahuman as playable.
I don't have the SetMasterPoseComponent function somehow. What am I missing?
ruclips.net/video/xfpeLRaZzJM/видео.html
they change name to set leader pose component in unreal engine 5.1
@@alisahanyalcin thanks! thats a life saver.
Cheers for the project files. I would like to ask about changing the face or hair materials. I can't manually change the metahuman's face or hair material. The base character can change the material but not on the MH_CharacterBP. Do you know the problem to this?
Breaks the first person camera i think? will not work for me it just drops it down to feet. Maybe its because of the ALS camera manager?
OMG, it just goes even quicker! 😅
You're the man!
Is there a way you just need to do this migration once and then ALS is working with every MetaHuman you want to implement into your project?
Camera is overlapping with mash
With 5.3 it seems that this isn't working properly... Changing the character makes it float when crouching, and none of the overlays (Handgun, Rifle, Box, etc. ...) are working... Also, sometimes the groom assets are out of place and floating, both when copying to the character BP or even reparenting the original Metahuman BP (probably an issue with the engine), even when they look good, they go berzerk after a project is closed and opened again (even with every transform zeroed out, they appear inside the face of the model, and on PIE mode you see them floating on a different location)... seriously considering abandoning metahumans all together, they look nice, but I don't think they are worth the trouble for the most part...
The non compatible skeletons make this harder indeed, there are a lot of issues to fix, maybe abandoning ALS would be a good solution? You can take a look at our new locomotion series where metahuman integration becames really simple with the new UE5 skeleton: ruclips.net/video/1ouk8iF-ZNU/видео.htmlsi=ZJ81v4jcncMRq6SY
@@nativecoder thanks, I'll go check it out. Guess it's all part of the game dev adventure... 😅
re. Changing the character makes it float when crouching, and none of the overlays (Handgun, Rifle, Box, etc. ...). This is because you are missing the virtual bones. If you watch the second video by @nativecoder there he shows how to add them.
is the link correct? i clicked it then there are many many pop up advertising and asking for permission of notification... and finally i didn't find the project... ToT
dude really nice videos but when i import my metahumans characters the character can't hold the gun properly weapon spawns on your character's root skeleton please help me
I want to ask you if you have a tutorial on how to build this project from zero you shared on youtube. I would like to learn how to do it in one of my projects.
Looking forward to hearing from you.
Cheers,
HI. Is there any way to contact you beyond this comments section? I ran into some problems setting up the hair materials in your project and would like some questions for you, and I don't want to spam here. Best regards.
I will release a discord channel soon for everyone, for now you can talk here: codeshare.io/1YWnd3 or tell me your discord name and i will contact you. Thanks!
@@nativecoder I seems that i can't post my discord name here.
Discord channel is live!
Links in every description!
discord.gg/JR2BdJhZ
@@nativecoder Thank you! :)
I want this project but I'm having issue downloading it .. I click download and get alot ads . Please send me a more direct link 🙏
Link updated!
Good toturial,thank you!!!
Hello, How can i put inside other animations ? thanks
Why doesn't a montage work for me when I create a new one?
my MH just floats above ive made sure i followed step by step how do i fix this?
(Edit) So i fixed my MH floating i had an issue when importing the MH from another project just used fresh download instead and made sure to use the right nodes this time in the construction script i used master pose component mesh this time not face it does mater the nodes have different values and options now everything works fine but now how do i add this to alsv4?
hi there !!
i did get your project and follow your tutorial to change the metahuman
thank you very much for that !!
hmm i got a question now
is there a way to make it replicable ??
when importing metahuman it wont allow without changing local content, and then all of the retarget gets messed up, 5.1.1 version
I will release a new version with the folders separated soon. But for now to fix that issue you could create 2 projects with my files and migrate my skeleton and overwrite it in the other project after you imported a metahuman.
you can copy only the animations in an animation folder in your metahuman folder of your project it works on 5.1 I just did it thank you very much for all these animations for the ai too it's cool
When I want to add Metahuman to your project, unreal wants to overwrite existing metahuman files. I do not want to do it. How can I deal with it?
UE never asked me to overwrite the files. But I think its ok if you replace them. In my project the only metahuman files that exist are the skeleton and the female mesh because they were customized to work with ALS. Any doubt feel free to ask
@@nativecoder Thank you! When I overwritten the files, your metahuman started running at a strange acceleration. :D But now i migrated my metahuman from another project with only skeletal meshes and everything is ok. Thanks for sharing this project!
Is this Peter from FRINGE ? ^^
Thank You!
I couldn't figure out how to import the Github file into UE5 can anyone please help?
Hey there, to add the files you need to copy the downloaded project into your unreal projects folder. Then it should show up on your project list inside epic games launcher.
Thank you so much you're a legend dude
how to fix ragdoll? and how can I do it with ALS community version?
My project does not support ALS Community since it is Blueprint based and not C++.
In order to use a metahuman in ALS Community you can follow my other video, but you have to make some changes tho:
m.ruclips.net/video/aG_nLHanASU/видео.html
You can also use my other tutorial but its only live retargetting: github.com/dyanikoglu/ALS-Community/discussions/437
hi this is amazing and unique...thanks for this free project and tutorial..is it possible to add fire and damage to the weapon of this project?..please make a tutorial on this project??
Man, I can't found SET MASTER POSE, do you know why?
It should be called "set leader pose" on new engine versions.
Is ALS still not able to be replicated?
You have a few alternatives, you can search for "ALS - Community" or "ALS Refactored". They are both replicated but a C++ project is required tho.
@@nativecoder and how to use it with your project? what do i need to replace? im sorry but its too complicated for me, could you please make one more video on integrating your character to plugin version of als?
@@JustLuckShow my project uses the marketplace version of ALS. If you want to use metahumans with ALS Community for example you can use the following video which will also work on replicated versions of ALS: ruclips.net/video/aG_nLHanASU/видео.html
You can check this documentation that Ive created to implementet Metahumans in the ALS Community, but its live retargeting not full retargetting: github.com/dyanikoglu/ALS-Community/discussions/437
Since a lot of people is asking for a replicated version, I will make a video for it as soon as I can. It took me a lot of weeks to fully understand metahumans, so its normal that it seems complicated.
@@nativecoder thank you, I'll wait for your next video!
Discord channel is live!
Links in every description!
discord.gg/JR2BdJhZ
Hello can I add it to my project? 5.0
Sure, this project was made in 5.0 so it should work just fine! 🥂
@@nativecoder went i add it to project, the camera just move around of the character do not walks just follow the camera rotates on himself
@@Gnda3e I cant understand what you are saying, can you please go into our discord channel and share a video? Have you tried pressing the number 1 or the number 2 on the keyboard? Those numbers should switch the camera mode
That was dope
How to add to own project
¿Cómo puedo usar este proyecto con cc4?
I opened the project and it was empty.
first extract the project
great project. but the link is not working? please fix the link🙏🏻
Link updated! Thanks for watching! 👌
@@nativecoder 🙏🏻
@@nativecoder Hello again. I added my character. but weapon animations don't work. The weapons move with the character under your feet on the ground. what did i do wrong
@@edizgunay Check if the metahuman skeleton contains the weapon sockets. New versions of Unreal Engine seem to overwritte a few files and ruin the process. What is your current version?
@@nativecoder I am using 5.1. Yes Metahuman asked me to overwrite it while adding it I said yes
set master pose not available
there is only an enable master pose which doesnt take same inputs, so already deprecated?
@@brokenworld542 use set leader pose
5.1.1
mesmo colocando em zero cabelo não vai para o lugar
Thanks a lot for the share, you rock ! I spent few hours yesterday following the other tutorial (ruclips.net/video/aG_nLHanASU/видео.html&ab_channel=NativeCoder) but I couldn't make it work fully (mantling 2 meters up in the air, a 6 second freeze each time it reaches a certain point in a roll montage, and the hairs going crazy after ragdoll). Providing a template is very kind and saves a lot of work, only foot ik doesn't work . I've added all virtual bones (cautiously taking the correct parent and target with correct name) and replaced all their references in the anim BP. Also added the curves needed on the skeleton (enable foot and foot lock). I know it is a common problem but these are the requirement for feet ik to work, but it still doesn't and I don't know what I'm missing.
I don't know if I downloaded the correct version, I also recreated all camera sockets because there wasn't. You don't need to add all these extra stuff in your video. I'm thinking maybe it is because of metahuman having some differences in 5.3. I would try to use 5.1 then convert once everything is done, but my metahuman don't import in 5.1, I get only empty folders that's why I have to switch to 5.3 before importing the metahuman.
Thank you for the tutorial :) Small issue: my female character's hair is floating above her head, you save my life if you have a solution for this 🙏
Yes I have its error to. But Helmet help my situation ))) ahaha
Shame that half the features break when you do it this way... Ragdoll is broken... Can't Migrate the project files cleanly... if you use the male skeleton all Overlay states break..
You can save time by doing it yourself instead of troubleshooting all this guy's issues while trying to learn.
For some reason when I add my metahuman character it doesn't work and everything is just stretched and looks weird. Any fixes im on ue 5.3.2