UnrealEngine 5 - Crowd Pack Animations to Metahuman Face

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  • Опубликовано: 3 окт 2024
  • A Quick method for using CitySample Crowd Pack Face Animations
    with your own Metahuman character.
    #CitySample #UnrealEngine5 #MetaHumans
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Комментарии • 62

  • @JoshToonen
    @JoshToonen 2 года назад +6

    Simple and to the point, but this opens up so many possibilities. Great tut!

  • @binyaminbass
    @binyaminbass 2 года назад +2

    Thank you. These simple tutorials are important for beginners...like me.

  • @mamboroberts
    @mamboroberts Год назад +1

    Legend - thankyou! Been looking for exactly this tutorial and you explained it so well.

  • @bernhard.design
    @bernhard.design 2 года назад +1

    You are a ROCKSTAR - Thank you soooo much, this is awesome. Keep rocking, cheers

  • @3Dgiants
    @3Dgiants 2 года назад +1

    Excellent tutorial. You are very crystal clear. Keep them coming and thanks for sharing

  • @theotries
    @theotries 2 года назад +1

    Thanks man! Really unique helpful Tutorial

  • @CGJackB
    @CGJackB Год назад

    Nice! Simple, detailed, and too the point. Thank you

  • @metafuel
    @metafuel 2 года назад +1

    Excellent!
    Subscribed.

  • @TheNSproject
    @TheNSproject 2 месяца назад

    Great video! Thank you so much! Is there a video to explain how to do for body animation with this same pack please?

  • @NextWorldVR
    @NextWorldVR Год назад +3

    I just delete the Crowd body Base skeleton (telling it to replace with MetaHuman Base) and the same with Face Arch Skels. After that the Body and Head Animations, The Facial Animations and the Clothes are all usable with any Metahuman!

    • @Jobutsu
      @Jobutsu  Год назад +1

      My advice has changed this was made.
      Use UnrealEngines compatible skeletons functionality instead.

    • @hilaryalvarez4647
      @hilaryalvarez4647 4 месяца назад +1

      How did you go about blending face and body animations? Currently having an issue with blending the body (idle) animation in my sequencer. Once I disable post processing in blueprint in the details panel, my face animation is gone but head is blended.

  • @dasnico13
    @dasnico13 2 года назад +9

    i cant seem to manage to get it into sequencer. i click on face in the sequencer. i add a track for the face, click on animation, i choose a clip but if i hit play, nothing happens ( EDIT: you need to delete the control rigs ) now it works

    • @bedukOP
      @bedukOP 4 месяца назад

      really thanks for this comment it really helped me

    • @hilaryalvarez4647
      @hilaryalvarez4647 4 месяца назад

      ow did you go about blending face and body animations? Currently having an issue with blending the body (idle) animation in my sequencer. Once I disable post processing in blueprint in the details panel, my face animation is gone but head is blended.

  • @canaldemais
    @canaldemais Год назад +2

    This is great! Thanks so much! Do you know if it is possible to combine the body and face animations from the crowd pack on a bridge metahuman without the head disconnecting from the body?

    • @Jobutsu
      @Jobutsu  Год назад

      I will record a video

  • @solarstoned
    @solarstoned 2 года назад +1

    awesome thank you

  • @carson2537
    @carson2537 2 года назад +1

    Again see your great tutorial, but this is not what I wanted. Maybe you misunderstood, I have left a message in your other video, after the video ended I had problems! I am your fan, will always follow, thank you

  • @hilaryalvarez4647
    @hilaryalvarez4647 4 месяца назад +1

    Thanks for posting this! Do you have a tutorial on blending face and body with idle animation? Currently having an issue with blending the body (idle) animation in my sequencer. Once I disable post processing in blueprint in the details panel, my face animation is gone but head is blended.

    • @Jobutsu
      @Jobutsu  4 месяца назад +1

      Everything I do have in regards to that is now outdated.

  • @whoisdkm
    @whoisdkm Год назад +2

    Is it just me or is that option for changing the face archetype skeleton gone in 5.2?

  • @Djonsing
    @Djonsing 5 месяцев назад

    *I changed the facial features of my metahuman in Blender, that is, I made it as a base mesh and imported it into UE5, everything turned out fine, but when I apply facial animation from CitySample, it makes the face look very different*

    • @Jobutsu
      @Jobutsu  5 месяцев назад +1

      Changing facial features in Blender can break your Metahuman facial rig. There is a new Blender tool for modifying Metahumans but I forget the name.

  • @katelourenco9656
    @katelourenco9656 Год назад +1

    Excellent video, it helped me a lot and I'm already using these facial animations. Can you tell me where I can get other facial animations like these for free? I've looked a lot but I can't find it anywhere :/
    Thanks again, great job :D

    • @Jobutsu
      @Jobutsu  Год назад

      I gave up looking and just made my own with an iPhone and LiveFace.

    • @katelourenco9656
      @katelourenco9656 Год назад +1

      @@Jobutsu Ok, thanks, I will try another way, I don't have Iphone 😅😅 Thanks again for your videos 😀

    • @Jobutsu
      @Jobutsu  Год назад +1

      I bought a cheap iPhone just for this purpose.

    • @katelourenco9656
      @katelourenco9656 Год назад +1

      @@Jobutsu Nice! Here in Brazil iPhone is very expensive... but is the only way, i'll try to bought one too... Thanks again :D

    • @Jobutsu
      @Jobutsu  Год назад +1

      I understand. iPhones are expensive in every country 😂

  • @JoshuaLundquist
    @JoshuaLundquist Год назад +1

    This is great, been searching high and low for canned ready to go Metahuman face anims. Is there a good way to migrate the animations + skeleton to a new project without bringing the entire assets of the City Sample Crowd into a project?

    • @Jobutsu
      @Jobutsu  Год назад +3

      If you migrate the animations then what is required(skeletons etc) should be copied over with them.
      docs.unrealengine.com/5.0/en-US/migrating-assets-in-unreal-engine/

  • @HussinKhan
    @HussinKhan Год назад +1

    Thank you so much 😊 can we use the same method for the body animation?

    • @Jobutsu
      @Jobutsu  Год назад +1

      I will be making content on that topic soon.

    • @HussinKhan
      @HussinKhan Год назад

      @@Jobutsu Thanks looking forward!

  • @newbment
    @newbment Год назад +1

    Hi, Jobutsu. Thank you for the helpful tutorial! I have one question though, if you happen to know how I can access the values of facial joints within blueprint? I'm trying to make it so that when the character opens the mouth a certain amount, an action happens.

    • @Jobutsu
      @Jobutsu  Год назад +3

      Yes. face->get anim instance -> get curve

  • @Leomerya12
    @Leomerya12 Год назад +1

    Hello, I did all of this before seeing the video, but I'm in Unreal 5.1. I heard 5.1 has issues. Is that true? Because in the Blueprint it animates, but not in the viewport or in-game.

  • @kalkutafr
    @kalkutafr Год назад +1

    Thank you :) no chance to get something similar with Metahuman using UE4 instead of UE5 by any chance ?

    • @Jobutsu
      @Jobutsu  Год назад

      I have not used UE4 in a year.

  • @fabianl1871
    @fabianl1871 Год назад +1

    Hi, great video and decently helped me. However do you know any way to animate an idle head? because currently only the face moves, but the head would feel more natural.

    • @Jobutsu
      @Jobutsu  Год назад

      You can use body/neck idle animation with the head.

    • @fabianl1871
      @fabianl1871 Год назад

      @@Jobutsu Can that also be found in the Crowd Pack?

  • @قصصوحكايات-خ4ل
    @قصصوحكايات-خ4ل 2 года назад +1

    can you plz make video about face animation from iclone to metahumam in UE5

  • @jinyudu9590
    @jinyudu9590 2 года назад +1

    嗨!这是一个很棒的视频。我想向您请教一下如何使用livelink制作这些面部动画序列呢?这样就可以自己制作表情动画库,以方便的应用到不同Metahuman的脸上。期待您的回复!

    • @Jobutsu
      @Jobutsu  2 года назад

      我很快就会这样做
      I will do this soon.

  • @stevecoxiscool
    @stevecoxiscool 2 года назад +1

    Thanks for sharing. I was wondering if you could help me out. I am wanting to drive meta human from pre-programmed puppet like data (not live face) but from an external program like python. I can get access and update curve data using python plugin inside unreal, but I can seem to get a reference to the "face rig". I am not sure this can be done, but I want to update the CTRL_L_EyeAim for example in an anim blue print just like a do with bone and morph targets. Thoughts ?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      I have been doing something similar using python and livelink (ARkit plugin enabled)
      github.com/jobutsu/PyLiveLinkFace/blob/main/pylivelinkface/pylivelinkface.py
      Maybe it will help.

    • @stevecoxiscool
      @stevecoxiscool 2 года назад +1

      @@Jobutsu Very cool. Thanks

  • @giovannifranzini9327
    @giovannifranzini9327 2 года назад +1

    The Face_Archetype_Skeleton from my metahuman is missing. Do you know what can I do?? thanks in advance!!

    • @Jobutsu
      @Jobutsu  2 года назад

      Download and import a fresh Metahuman from bridge.

  • @SirJoeYama
    @SirJoeYama 2 года назад +1

    Can i use the same method for body animations?

  • @not_who_you_think
    @not_who_you_think 2 года назад +1

    how do i use the facial animations that come in the custom metahuman files?

    • @Jobutsu
      @Jobutsu  2 года назад

      I do not understand the question.

    • @not_who_you_think
      @not_who_you_think 2 года назад +1

      @@Jobutsu there are a couple rig poses when you add your custom metahuman to a UE5 project, is there a way to use that? and is there a way to use the facial animations we see in the metahuman creator website inside UE5?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      You can use the Pose Library in sequencer: ruclips.net/video/FCrkrni5B4E/видео.html
      There is no way at the moment to use the animations from the Metahuman creator.

    • @not_who_you_think
      @not_who_you_think 2 года назад

      @@Jobutsu ty!!!