Mixamo To Metahuman EASIER Then Ever With Unreal Engine 5.4

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  • Опубликовано: 11 дек 2024

Комментарии • 54

  • @javieralopez7177
    @javieralopez7177 День назад +1

    you save my proyect!!! thank you!!!!

  • @rion.47
    @rion.47 23 дня назад +2

    Great tutorial! Thank you very much.

  • @wayne9954
    @wayne9954 2 месяца назад +1

    Great tutorial thank you for saving time by providing the SKM Manny!

  • @ricr8987
    @ricr8987 2 месяца назад +1

    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.

  • @s.dudkevych_UE5
    @s.dudkevych_UE5 3 месяца назад +1

    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.

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  3 месяца назад +1

      Glad to hear! It doesn't specifically have to be the head bone, sometimes I will use others. Thanks for watching :)

  • @god-egames1157
    @god-egames1157 Месяц назад +1

    thank you so much ✌

  • @MadiNoe12
    @MadiNoe12 4 месяца назад +5

    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

  • @borrowedtruths6955
    @borrowedtruths6955 16 дней назад +3

    This doesn't seem to work in UE 5.5. Any idea why?

  • @DESIGNSBYIZZ
    @DESIGNSBYIZZ 22 дня назад +2

    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

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  22 дня назад +1

      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!

    • @DESIGNSBYIZZ
      @DESIGNSBYIZZ 21 день назад

      @@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

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  21 день назад +1

      @@DESIGNSBYIZZ ya I will test whenever they update, which is hopefully soon 🤞

    • @DESIGNSBYIZZ
      @DESIGNSBYIZZ 21 день назад +1

      @@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 😂

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  21 день назад +1

      @@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 :)

  • @unrealengine5-storm713
    @unrealengine5-storm713 3 месяца назад +1

    I really wish they'd make game ready versions of metahuman. Theyre just way too demanding for any feasible real time game

    • @unrealengine5-storm713
      @unrealengine5-storm713 3 месяца назад

      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

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  3 месяца назад +1

      ya, I believe they will improv!

    • @unrealengine5-storm713
      @unrealengine5-storm713 3 месяца назад

      ​@@Unreal_KatyaFedak If they had a cinematic asset version and a game ready version that would be the bees knees

  • @Silentiumfilms007
    @Silentiumfilms007 5 месяцев назад

    How to add maximo to unreal Engine charactsrs?

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz 5 месяцев назад +1

    Can we do this woith AccuRig too?

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  5 месяцев назад +1

      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!

    • @Eashan1337
      @Eashan1337 5 месяцев назад

      Amazing, thank you! Super helpful

  • @LoofaOfDoom
    @LoofaOfDoom 6 дней назад +2

    i found a solution to UE 5.5 import issues

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  6 дней назад

      Awesome, what did u find?

    • @LoofaOfDoom
      @LoofaOfDoom 17 часов назад

      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

  • @peglegkangaroo
    @peglegkangaroo Месяц назад

    didnt work for me. Whenever i drag the fbx file into my animations folder it only appears as materials. No animations anywhere. unfortunate.

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  Месяц назад

      someone in the comments mentioned that exporting at 30 fps worked for them. its weird that its not coming in for you.

    • @fredremotion
      @fredremotion 19 дней назад

      Same issue here, exporting at 30fps didn't work for me :(

  • @garyhentges3765
    @garyhentges3765 2 месяца назад

    when i copy from skeletal mesh asset it wont paste into the retargeter. why?

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  2 месяца назад

      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!

    • @garyhentges3765
      @garyhentges3765 2 месяца назад

      @@Unreal_KatyaFedak ok, thanks

  • @PhotoSlash
    @PhotoSlash 27 дней назад

    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

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  27 дней назад

      you mean it doesn't work when you add it the sequencer?

    • @PhotoSlash
      @PhotoSlash 27 дней назад +1

      @ solved it lol, I didnt cancel the controlrig

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  26 дней назад

      @@PhotoSlash glad you got it working :)

  • @garyhentges3765
    @garyhentges3765 2 месяца назад

    when I download from mixamo i get the skelatel mesh and others, but no animation squence. Why?

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  2 месяца назад

      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.

    • @ricr8987
      @ricr8987 2 месяца назад

      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.

    • @LuizNeto_artist
      @LuizNeto_artist 2 месяца назад

      Check "Import animations" at the import settings

  • @cgriggs9491
    @cgriggs9491 Месяц назад

    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?

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  Месяц назад

      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?

  • @doakdla
    @doakdla 3 дня назад

    At 5.5 it's really weird that sometimes it works and sometimes it doesn't (though most of the time it doesn't).

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  3 дня назад

      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.

  • @Leon-ry2nw
    @Leon-ry2nw 2 месяца назад

    When i match a second animation with the previous clip, the metahuman is teleporting to its origin. Any tips?

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  Месяц назад

      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!

  • @havvk5002
    @havvk5002 Месяц назад

    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?

    • @Unreal_KatyaFedak
      @Unreal_KatyaFedak  Месяц назад +1

      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.