Thank you, this was the only tutorial that work!!! I'm a beginner, some things on your tutorial I had to guess, like where to go to open the animation mode for example.
Mixamo and unreal should partner to put all the anim in a library available to download direcly, its sooo time consuming to do that to every single anim :'), maybe in another universe lloll
Works perfect in Unreal Engine 5.4 but not in 5.5 It only imports the manny materials and not the skeleton. Any chance you will update this tutorial? Thanks
I just tested this with the updated Manny and Quinn skeletal meshes in 5.5, and the results are so spooky they’re funny! (Wish I could share a screenshot!) For now, I’d recommend using the mannequin character in Mixamo and retargeting that to the Metahuman skeleton. I’ll keep an eye on updates for 5.5 and will test again when 5.6 comes out. Hopefully, this bug gets fixed soon!
@@Unreal_KatyaFedak I had the same issues after testing 5.5 Unfortunately, using any Mixamo Character to retarget a metahuman will drop the shoulders on the metahuman character and it looks really weird. 5.4 Manny/Quinn is a perfect match for retargeting. I just hope they fix the Manny/Quinn issue as I use metahumans in my projects alot. Guess its either stay with 5.4 or make due with 5.5 Thanks for your reply
@@DESIGNSBYIZZ Thats awesome ur working on the UFO tutorial! 👽 Im currently working on an audio visualizer with motion design and that is rendering way better with 5.5 also the new features in motion design are cool. I'm hopefull they fix the bug with manny and quinn very soon :)
I don't have AccuRig, so I haven't tried it myself. However, based on its features, it seems capable of retargeting between skeletons. The skeletons likely need to be similar for accurate results. I'd recommend giving it a try!
i downloaded the metahuman rig from sketch fab, then used a accurig in the unreal format to re rig it, then i brought it to mixamo and downloaded the animation I wanted skinless then bought into unreal. I then assigned the animation to the meta human skeleton mesh
You have to select in the content browser, I like to find it through my character. Once you have it selected in the content browser using the circle with the arrow in it should place the skeleton in the retargeted space. Hope this helps!
How do you manage your mh to move inside sequencer? It works fine in viewport but as soon as I load the BP_Metahuman and attach the animation to its body it doesnt play
Make sure all you download setting are the same as I had for Maximo, you could try to download another animation maybe there was a bug. Other then that not sure I haven't had that issue before.
Hello! This was happening to me too, I found out that if you don't get the animation sequency you need to go back and export from Mixamo again and select 30fps instead of 24, and it will work normally.
Perhaps it is because I am still a beginner at animating characters but my MH just floats/walks in place despite not selecting the in place export option in Mixamo. Rewatched your video but cannot find anything different in what I am doing compared to what you are showing. Any ideas?
That's interesting you have that effect with out checking the in place button. Maybe try using a different animation and see if it gives you the same error?
ya, i believe there is a bug with 5.5 Manny and Quinn skeletons within Mixamo, I will test when it updates to see if it gets fixed. for now I just use the mannequin in Mixamo which isn't perfect, but beats the bug.
Make sure the second animation is on the same track as the first. You can also try using a different bone for 'matching the bone to the previous clip.' Another tip: when you right-click the animation, go to Properties, find 'When Finished,' and change it from 'Project Default' to 'Keep State.' Hope this helps!
Tried doing this with a Jogging animation from Maximo. Using the m_srt_ovw_body skeleton from Metahuman. The retargeter looks to be working before exporting, but when adding it to the sequencer. My metahuman just waddles or floats along. Any ideas?
make sure your using the same metahuman skeleton as your character when retargeting. they come in different heights and weights, so that could be throwing it off.
you save my proyect!!! thank you!!!!
Glad it helped!
Great tutorial! Thank you very much.
Glad you enjoyed it!
Great tutorial thank you for saving time by providing the SKM Manny!
Glad you found it helpfull!
Thank you, this was the only tutorial that work!!! I'm a beginner, some things on your tutorial I had to guess, like where to go to open the animation mode for example.
I'm glad it worked for you!
Thank you Katya! Didn't know that the 'head bone' should be selected to match in previous clip. In overall, the whole video was very helpful to me.
Glad to hear! It doesn't specifically have to be the head bone, sometimes I will use others. Thanks for watching :)
thank you so much ✌
Mixamo and unreal should partner to put all the anim in a library available to download direcly, its sooo time consuming to do that to every single anim :'), maybe in another universe lloll
Ya it would be awesome if they partnered!
This doesn't seem to work in UE 5.5. Any idea why?
Works perfect in Unreal Engine 5.4 but not in 5.5 It only imports the manny materials and not the skeleton. Any chance you will update this tutorial? Thanks
I just tested this with the updated Manny and Quinn skeletal meshes in 5.5, and the results are so spooky they’re funny! (Wish I could share a screenshot!) For now, I’d recommend using the mannequin character in Mixamo and retargeting that to the Metahuman skeleton.
I’ll keep an eye on updates for 5.5 and will test again when 5.6 comes out. Hopefully, this bug gets fixed soon!
@@Unreal_KatyaFedak I had the same issues after testing 5.5 Unfortunately, using any Mixamo Character to retarget a metahuman will drop the shoulders on the metahuman character and it looks really weird. 5.4 Manny/Quinn is a perfect match for retargeting. I just hope they fix the Manny/Quinn issue as I use metahumans in my projects alot. Guess its either stay with 5.4 or make due with 5.5 Thanks for your reply
@@DESIGNSBYIZZ ya I will test whenever they update, which is hopefully soon 🤞
@@Unreal_KatyaFedak
Sounds good. Not being able to use Manny is a dealbreaker for me
I’m actually working on your UFO tutorial now lol 😂
@@DESIGNSBYIZZ Thats awesome ur working on the UFO tutorial! 👽 Im currently working on an audio visualizer with motion design and that is rendering way better with 5.5 also the new features in motion design are cool. I'm hopefull they fix the bug with manny and quinn very soon :)
I really wish they'd make game ready versions of metahuman. Theyre just way too demanding for any feasible real time game
The issue is their materials. Luckily I know my way around shaders so I can make it work. However for most people metahumans isnt feasible
ya, I believe they will improv!
@@Unreal_KatyaFedak If they had a cinematic asset version and a game ready version that would be the bees knees
How to add maximo to unreal Engine charactsrs?
Can we do this woith AccuRig too?
I don't have AccuRig, so I haven't tried it myself. However, based on its features, it seems capable of retargeting between skeletons. The skeletons likely need to be similar for accurate results. I'd recommend giving it a try!
Amazing, thank you! Super helpful
i found a solution to UE 5.5 import issues
Awesome, what did u find?
i downloaded the metahuman rig from sketch fab, then used a accurig in the unreal format to re rig it, then i brought it to mixamo and downloaded the animation I wanted skinless then bought into unreal. I then assigned the animation to the meta human skeleton mesh
didnt work for me. Whenever i drag the fbx file into my animations folder it only appears as materials. No animations anywhere. unfortunate.
someone in the comments mentioned that exporting at 30 fps worked for them. its weird that its not coming in for you.
Same issue here, exporting at 30fps didn't work for me :(
when i copy from skeletal mesh asset it wont paste into the retargeter. why?
You have to select in the content browser, I like to find it through my character. Once you have it selected in the content browser using the circle with the arrow in it should place the skeleton in the retargeted space. Hope this helps!
@@Unreal_KatyaFedak ok, thanks
How do you manage your mh to move inside sequencer? It works fine in viewport but as soon as I load the BP_Metahuman and attach the animation to its body it doesnt play
you mean it doesn't work when you add it the sequencer?
@ solved it lol, I didnt cancel the controlrig
@@PhotoSlash glad you got it working :)
when I download from mixamo i get the skelatel mesh and others, but no animation squence. Why?
Make sure all you download setting are the same as I had for Maximo, you could try to download another animation maybe there was a bug. Other then that not sure I haven't had that issue before.
Hello! This was happening to me too, I found out that if you don't get the animation sequency you need to go back and export from Mixamo again and select 30fps instead of 24, and it will work normally.
Check "Import animations" at the import settings
Perhaps it is because I am still a beginner at animating characters but my MH just floats/walks in place despite not selecting the in place export option in Mixamo. Rewatched your video but cannot find anything different in what I am doing compared to what you are showing. Any ideas?
That's interesting you have that effect with out checking the in place button. Maybe try using a different animation and see if it gives you the same error?
At 5.5 it's really weird that sometimes it works and sometimes it doesn't (though most of the time it doesn't).
ya, i believe there is a bug with 5.5 Manny and Quinn skeletons within Mixamo, I will test when it updates to see if it gets fixed. for now I just use the mannequin in Mixamo which isn't perfect, but beats the bug.
When i match a second animation with the previous clip, the metahuman is teleporting to its origin. Any tips?
Make sure the second animation is on the same track as the first. You can also try using a different bone for 'matching the bone to the previous clip.' Another tip: when you right-click the animation, go to Properties, find 'When Finished,' and change it from 'Project Default' to 'Keep State.' Hope this helps!
Tried doing this with a Jogging animation from Maximo. Using the m_srt_ovw_body skeleton from Metahuman. The retargeter looks to be working before exporting, but when adding it to the sequencer. My metahuman just waddles or floats along.
Any ideas?
make sure your using the same metahuman skeleton as your character when retargeting. they come in different heights and weights, so that could be throwing it off.