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  • @___quirk___
    @___quirk___ Год назад +1

    Related Tutorials
    𝐮𝐬𝐞𝐟𝐮𝐥 𝐭𝐢𝐩&𝐟𝐢𝐱 - ruclips.net/video/Cj_zCsur7R8/видео.htmlsi=S90UcKHPrd1QMscv
    𝖕𝖆𝖗𝖙02- 𝗖𝗼𝗺𝗯𝗶𝗻𝗲 𝗵𝗲𝗮𝗱&𝗯𝗼𝗱𝘆&𝘀𝗵𝗼𝗲𝘀 𝗠𝗲𝘁𝗮𝗛𝘂𝗺𝗮𝗻 𝗶𝗻 𝗕𝗹𝗲𝗻𝗱𝗲𝗿: ruclips.net/video/ge95eSWHT6g/видео.html
    𝖕𝖆𝖗𝖙03 - 𝗜𝗺𝗽𝗼𝗿𝘁&𝗘𝘅𝗽𝗼𝗿𝘁 𝗠𝗛 𝗶𝗻 𝗠𝗮𝗿𝘃𝗲𝗹𝗼𝘂𝘀 𝗗𝗲𝘀𝗶𝗴𝗻𝗲𝗿: ruclips.net/video/HFnzrPKJl8E/видео.html

  • @claudioivanferrazzi546
    @claudioivanferrazzi546 10 месяцев назад +15

    If, like me, you encountered issues with broken hands or the body stretching by half a meter when re-importing Quinn's animation onto the Meta Human skeleton, you can follow these steps. Once you've imported the Mixamo animations, such as Quinn, into Unreal Engine, you can right-click on the animation, select 'Retarget Animation Asset,' duplicate, etc., and then retarget Quinn onto your custom Meta Human skeleton. This fixed the arms and proportions for me. I hope this is helpful. BTW Great tut Quirk, thanks!

    • @___quirk___
      @___quirk___ 10 месяцев назад +2

      briiliant! this will save lots of universe!
      really aprreciate your sharing experience.
      👏

    • @MaichanLita
      @MaichanLita 10 месяцев назад +1

      Ahh.. This happened to me too! Thanks for ur comment, it helps!!! And also thx Quirk for the tutorial! :D

    • @6otah
      @6otah 7 месяцев назад

      Bless you!

    • @christiandebney1989
      @christiandebney1989 6 месяцев назад

      YES! Thank you! all i need now is a time machine to go back 24 hours...

    • @MIKILIN-wu4wx
      @MIKILIN-wu4wx 2 месяца назад

      thanks a lot!! it saves my life

  • @dissonantmind
    @dissonantmind 3 месяца назад +1

    This is absolutely the BEST tutorial on Mixamo retargeting, you've also explained the stretching issue end resolved in the comments. Thank you very much!❤

    • @___quirk___
      @___quirk___ 3 месяца назад

      Thank you for your precious comment and support!

  • @hongkiekie
    @hongkiekie 10 месяцев назад +1

    와 간결하고 딱 필요했던 정보들인데 이렇게 정리해서 공유주셔서 넘나 감사드립니다~~!!!

    • @___quirk___
      @___quirk___ 10 месяцев назад +1

      도움이 되었다니 기쁘네요. 감사합니다.

  • @user-jw6pz9im3t
    @user-jw6pz9im3t 7 месяцев назад +1

    THANK YOU SO MUUUUCH!! I been following several tutorials on metahuman animation but my MH's hands were glitched. And I fixed this problem by following your video, amazing!!!

    • @___quirk___
      @___quirk___ 7 месяцев назад

      Thanks for that! Happy

  • @THINKOOBIG
    @THINKOOBIG Год назад +1

    정말 감사합니다. 몇일째 고민하고 있었는데 딱 원하던 걸 찾을수 있었네요!!!감사합니다.

    • @___quirk___
      @___quirk___ Год назад

      도움이 되었다니 기쁘네요.
      오늘도 아름다운 하루 보내세요!

  • @rewwhiskas4234
    @rewwhiskas4234 Год назад +1

    Thank you! I've spent so long messing around with IK retargeting, this is a dream! :)

  • @SiruYao-jr2og
    @SiruYao-jr2og 9 месяцев назад +1

    thank you so much!!!! I watched so many other tutorials and This is the only video I followed and make my animation works with the metahuman TAT

    • @___quirk___
      @___quirk___ 9 месяцев назад

      good to hear that and thanks for letting me know you did that. And thanks for your support!

  • @createdbyRaghavsharma
    @createdbyRaghavsharma Год назад +3

    Thank you so much for this. Eagerly waiting for the next part.

    • @___quirk___
      @___quirk___ Год назад +1

      thx for watching! next tutorial will be uploaded tomorrow. hope it's helpful. 😜

  • @Leaf-on
    @Leaf-on Год назад +7

    Finally i've found a tutorial that WORKS! I've watched so many tutorials that were 5 times longer than yours and most of the times worked poorly. Your tutorial is perfect, easy to follow and clear. Thanks a ton :)

    • @___quirk___
      @___quirk___ Год назад +1

      hello baddie
      thanks for saying that and happy it's helpful to you. let's be creative together!

    • @ix-fx
      @ix-fx Год назад +1

      Same here, so many of them are super long and never work, first one that works. Thanks 😎

    • @truehighs7845
      @truehighs7845 7 месяцев назад

      @@ix-fx They don't work if you don't do the retargeting of each bone precisely, but you only need to do it once, then you can use the IK retargeted. You want to scale the MH tot eh exact size of the Mixamo as well as straighten the initial pose to make it 100% match to the other structure, the more you do that accurately the more the move becomes similar to the original skeleton.

    • @christiandebney1989
      @christiandebney1989 6 месяцев назад

      @@truehighs7845 yeah I'm finding that by just applying the animations my MH changes shape, seems to get taller.

    • @truehighs7845
      @truehighs7845 6 месяцев назад

      @@christiandebney1989 But does it move properly? Because it's the same difference between a sound kung-fu move and break-dance without retargeting the bones....

  • @LyLuLeCreative
    @LyLuLeCreative Год назад +1

    great video! thanks!

  • @user-ex1ri5my7l
    @user-ex1ri5my7l 11 месяцев назад +1

    너무나도 높은 양질의 자료로 큰 도움을 받았습니다. 이런 좋은 영상을 만들어주셔서 고맙습니다!

    • @___quirk___
      @___quirk___ 11 месяцев назад

      도움이 되었다니 뿌듯하네요. 감사합니다.

  • @manoxyde
    @manoxyde Год назад +1

    Very useful :)

  • @elenadmpl
    @elenadmpl Год назад +2

    oh my god YOU JUST SAVED ME HOURS THANK YOU THANK YOU

    • @___quirk___
      @___quirk___ Год назад +1

      hello :)
      good to hear that! we saved our hours! so let's be creative!

  • @user-ql2qo8yn4v
    @user-ql2qo8yn4v 4 месяца назад +1

    아....한국어로 번역된 강의 너무 행복해요오 쓰앵님 복받으세요

    • @___quirk___
      @___quirk___ 4 месяца назад

      감사합니다. 좀 오래 쉬었네요. 새로운 튜토리얼을 만들 때가 되었네요.

  • @dkrndosk7639
    @dkrndosk7639 8 месяцев назад +1

    영상 잘 보고 있습니다.!! 언리얼 엔진을 처음 접하는 저로써는 중간 중간 빨라지는 속도가 익숙치가 않아서 아쉽지만 이런 고 퀄리티의 영상을 제작하시는 분이 한국 분이신 것 같아서 국뽕이 차오르네요!!!

    • @___quirk___
      @___quirk___ 8 месяцев назад

      좋게 봐주셔서 감사드립니다.
      마이너한 부분들은 속도를 빠르게 해놓았습니다. 잠시 멈춰 두시거나 재생속도를 느리게 설정하시면 따라오시는데 도움이 되실거에요.
      국뽕이라니 과찬이십니다.

    • @dkrndosk7639
      @dkrndosk7639 8 месяцев назад

      @@___quirk___ 국뽕 맞습니다.. ㅠㅠ혹시 언리얼 강좌 같은건 계획 없으시죠?

    • @___quirk___
      @___quirk___ 8 месяцев назад

      현재는 따로 계획을 가지고 있지는 않습니다만 사람 일은 또 모르는 것이니 가능성은 늘 열어두겠습니다. :) @@dkrndosk7639

  • @andresca1985
    @andresca1985 10 месяцев назад +1

    hermoso tutorial, gracias!

  • @charlies3212
    @charlies3212 Год назад +1

    고마워요 큰 도움 됐습니다

    • @___quirk___
      @___quirk___ Год назад

      도움이 되었다니 기쁘네요. 멋진 작품 만드시길!

  • @user-vh6pv3uy6h
    @user-vh6pv3uy6h 6 месяцев назад +1

    worked like a charm, other tuts I followed were not giving me correct result

  • @anago4864
    @anago4864 5 месяцев назад +1

    정말 좋은 영상입니다. 이제 막 언리얼엔진을 배우고 있는 패터너겸 CLO3D 유저입니다. 많은 도움이 되었습니다~! :) 실물 제작 가능한 패턴 설계 + CLO또는MD + 언리얼 조합이면 상당한 시너지 나올거 같은데 스터디 한번 열어주세요~ㅎㅎ

    • @___quirk___
      @___quirk___ 5 месяцев назад

      감사합니다. 오 패터너 분이시군요. 디지털화 패턴을 언리얼이나 다른 3D소프트웨어로 가져가면 할 수 있는 것들이 무궁무진해지죠. 그런데 스터디란 것이 어떤건가요? :)

  • @qryzheaven
    @qryzheaven 9 месяцев назад +1

    🙏 thank you

    • @___quirk___
      @___quirk___ 9 месяцев назад

      thank you for your support! :)

  • @mohamadalkotob2525
    @mohamadalkotob2525 6 месяцев назад +1

    thx bro

  • @TRABITY
    @TRABITY 10 месяцев назад +1

    This workflow is such a relief! Thank you
    Do you also know how to do this with the free Rokoko AI?

    • @___quirk___
      @___quirk___ 10 месяцев назад

      i teseted it before but I didn't quite satisfied so I don't use it.

  • @siblingelijah
    @siblingelijah 10 месяцев назад

    Thank you for your work. I was going to start with part 2 as I have my own motion capture, though I wanted to follow along your whole work flow to reduce chances of error.
    It is correct that I cannot upload animations to Mixamo?
    Anyway, I will continue and see if I can follow your tutorial with my own animations.
    Thanks again!

    • @___quirk___
      @___quirk___ 10 месяцев назад +1

      yes, that'd be good to watch whole workflow then you develop these to your way. absorb it bro.
      i didn't understand 'can't upload animations to mixamo' . you can only upload character mesh to mixamo and download animations from mixamo then use them in unreal engine(or any 3d software).

  • @yoannalcazar3260
    @yoannalcazar3260 9 месяцев назад

    Hi Quirk, I'm having trouble with this tutorial. At 8:02, you mention importing the metahuman from Bridge, but when I do, I can only see the hands and feet, or the head (without textures). Any idea what might be causing this issue?

    • @___quirk___
      @___quirk___ 9 месяцев назад +1

      hello universe.
      This looks like the body is not importing properly (if you only see the hands and legs, you must have imported a metahuman with a split top and bottom).
      This is not normal. You will need to try various things. For example, try a different version or try importing a different metahuman so you can check which step is issue, or maybe it just take a long time for loading shader.
      If you are studying my pipeline for exporting MetaHuman to Marvelous Designer/CLO, you can create MH version without the top and bottom by selecting the MetaHuman in the quixel bridge and clicking [START MHC] to import it, which should be fine as it will combine the body, hands, and feet.

  • @anthonyserrano690
    @anthonyserrano690 7 месяцев назад +1

    HEY, i have a mac was wondering if theres an alternative app instead of the coverter? its windows focused only

    • @___quirk___
      @___quirk___ 6 месяцев назад

      hello universe. if you're not able to use Mixamo Converter, well I think you should find some other tutorials like 'mixamo to metahuman' for retargeting animations mannually.
      (mannual retargeting is easy so you could do it)

  • @MassiveMawEntertainment
    @MassiveMawEntertainment 7 месяцев назад +1

    how do you get the clothes to flow like that? I have a lot of clothes I want to get off of the art station but would love to learn how to make the clothes do what they do in your video

    • @___quirk___
      @___quirk___ 6 месяцев назад

      hello universe. you should watch other tutorials on my yt channel.(ie: Metahuman to Marvelous Designer) that'll be helpful.

  • @RandyKadarman
    @RandyKadarman Год назад +3

    Hey Quirk, thank you so much for the tutorial, I could follow everything without problem except ....for one! I am using a metahuman that has a " female medium unw" skeletal mesh and when I set the animation in the animation mode settings, the body becomes all stretched out. Any idea how to solve the scaling problem?

    • @___quirk___
      @___quirk___ Год назад +7

      Hello Randy. I think you should try this.
      Double click - animation sequence.
      Click - Skeleton Tree(left top)
      Click - option icon(next to search bar)
      Check- [Show Retargeting Options]
      Select - [spine_01] to [thigh_twistCor_02_r_dyn]
      *except* root(leave as 'Animation'), pelvis(leave as 'Animation Relative')
      Mouse R.click - *Recursively Set Translation Retargeting Skeleton*
      Note
      *Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton].*
      Then save and try playing the animation again.

    • @RandyKadarman
      @RandyKadarman Год назад +4

      @@___quirk___ Amazing, that solved it! No more weird stretching, thank you so much!

    • @___quirk___
      @___quirk___ Год назад +1

      @@RandyKadarman 😉good to hear that you got this! good job!

    • @user-fh8vc5rp9l
      @user-fh8vc5rp9l Год назад +3

      @@___quirk___ THANK YOU BOTHER!!!! U ARE MY SAVER

  • @user-ll6qi8wi4j
    @user-ll6qi8wi4j Год назад

    Thank you! It worked! I just can't figure out how I can capture the person with animation and render it? How do I make the animation appear in the sequencer?

    • @___quirk___
      @___quirk___ Год назад

      Hello there.
      check this link: ruclips.net/video/ge95eSWHT6g/видео.html
      this will show you how to set MetaHuman with animation in sequencer.
      and to render it, you need to study about 'movie render queue'. this will may be uploaded in near future.
      or you can check @WilliamFaucher . he's got brilliant tutorial about movie render queue.

    • @user-ll6qi8wi4j
      @user-ll6qi8wi4j Год назад

      @@___quirk___ Thank you so much!!! Something I didn't think it could be in this video of yours.....

  • @TRABITY
    @TRABITY 10 месяцев назад +1

    Hey, I followed the tutorial! Great!!
    I'm only stuck on the pivot point, I've followed every step but it's still floating above my pivot point.
    (Woman, medium)

    • @TRABITY
      @TRABITY 10 месяцев назад +1

      Retargeting to "SK_Manequin" seems to work. I'm not sure if that will cause any problems later?

    • @___quirk___
      @___quirk___ 10 месяцев назад +1

      @@TRABITY thx and happy that it was helpful! If it works it would be fine. Once it’s done, go to level sequence and bake animation with your Metahuman then I guess it will be alright.

  • @Terribilisstudio
    @Terribilisstudio 11 месяцев назад +1

    Thank you for this tutorial. We have added it to the Mixamo Converter application. Best regards

    • @___quirk___
      @___quirk___ 11 месяцев назад +1

      Wow, thank you so much for creating the Mixamo converter. You've saved us a lot of time, and I'm glad you even added my video to the app.

    • @Terribilisstudio
      @Terribilisstudio 11 месяцев назад +1

      @@___quirk___ you're appreciated too! Your tutorial is aiding us in perfecting the solution and enhancing the experience for the community.

  • @keyla___000
    @keyla___000 Год назад +1

    Hello, thanks for this amazing tutorial. How do you make the metahuman in the animation walk without advancing?

    • @___quirk___
      @___quirk___ Год назад

      Thanks for you comment.
      You should check ‘in place’ in Mixamo before you download the animation.

    • @keyla___000
      @keyla___000 Год назад +1

      @@___quirk___ Thanks, great.

  • @christiandebney1989
    @christiandebney1989 6 месяцев назад +1

    My metahumans stretch when i apply the mixamo animation to them even after converting it to MH anim... the entire body seems to stretch.

    • @___quirk___
      @___quirk___ 6 месяцев назад

      hello universe. watch my other tutorial. [5 Usefull Tips ~~~~]

  • @user-wt3xs8ct1r
    @user-wt3xs8ct1r Год назад +1

    안녕하세요! 정말 멋진 강의 한글로 볼 수 있어서 고맙습니다..! 제가 딱 찾고있던 강의였는데 너무 좋습니다.
    그런데 한가지 문제가 있는데요, 메타휴먼을 노인을 가져왔는데 애니메이션을 입히면 체형이 바뀌어 버립니다...
    애니메이션에서 리타겟 소스를 메타휴먼 바디로 변경하면 조금 나아지긴 하지만 전체적으로 체형이 뒤틀려버리네요,, 어떤부분이 문제일까요..?

    • @___quirk___
      @___quirk___ Год назад

      안녕하세요. 혹시나 하는 마음에 한글 자막을 달았는데 많은 분들이 봐주시고 댓글 달아주셔서 감사하네요.
      [조금 나아지긴 하지만 전체적으로 체형이 뒤틀려버리네요.] 이 내용이 조금 이해가 가지 않습니다.
      체형이 인간과 같지 않게 뒤틀리는 건가요? 아니면 조금 나아지긴 하는데 원본과 다른 체형이 되는건가요?

    • @ialwake
      @ialwake 10 месяцев назад +1

      저도 같은 문제가 발생합니다. 골격 자체가 변해요. 키가 커진다든가 어깨가 좁아진다든가@@___quirk___

    • @ialwake
      @ialwake 10 месяцев назад +1

      저는 키 작고 뚱뚱한 남자 체형인데, 이 과정을 거치면 키가 커지고 어깨도 좁아져요

    • @___quirk___
      @___quirk___ 10 месяцев назад

      뷰포트나 레벨시퀀스에서 확인해도 똑같은가요? 저도 애니메이션 시퀀스를 더블클릭해서 들어가서 보이는 애니메이션에서는 최초에 프리뷰메시가 m_med_nrw_body로 되어 있어 골격이 변해서 보입니다.(여기서 프리뷰 메시를 원하는 MH로 적용하면 안됩니다.) 레벨시퀀스에서 원하는 메타휴먼에 적용하고 다시 베이킹을 하여 새로운 애니메이션시퀀스를 생성하면 올바른 메시들이 적용되어 그런 현상은 해결됩니다. 꼬마체형과 뚱뚱한 체형 다 확인해보았을 때 정상 작동하는 것을 확인했습니다. @@ialwake

  • @zaidiss
    @zaidiss 9 месяцев назад

    Hello, I hope you'll reply and solve my issue as this is the best tutorial for what I'm doing
    The issue i'm having is after everything is done, When you Add level sequence the Sequence is showing animation in timeline but it's different for me. My character is animating in the level but it's not showing in Level Sequence Issue. What could be the issue? Please reply it would be a great help

    • @___quirk___
      @___quirk___ 9 месяцев назад

      hello universe. it's pre-made level sequence for the video. you better check part2 to complete for putting them in your level sequence. I think I need to record whole process for beginner :)

  • @YCDesigns
    @YCDesigns 2 месяца назад +1

    hi bro, I dont know why when I put the animation on metahuman the body and head were disintegrating while walking

    • @___quirk___
      @___quirk___ 2 месяца назад

      I guess it’s because animation. I think I solved it with using UE retargeter instead of this method. But normally it wouldn’t happen.

  • @hotbergina
    @hotbergina Год назад +1

    Hello ! Do you think you can make a tutorial on how to create a metahuman character from pics ? And then we can use it, make animations with it etc :D thanks !!!! cool video i will try it now

    • @___quirk___
      @___quirk___ Год назад +1

      Hello again :)
      I've tried converting image to metahuman through Blender before.
      But I wasn't happy with the results. If I find a good way to do it, I'll make a tutorial.

  • @EmpticStudios
    @EmpticStudios Год назад +1

    Hey, I was following the tutorial and when I’m importing the metahuman animation mesh onto the MH folder I get this error “the following bones exist in the imported animation but not in the Skelton asset metahuman_base-skel
    Can you help me out

    • @___quirk___
      @___quirk___ Год назад +1

      Hello EmpticStudios.
      This error is most likely due to a difference bone information between the animation you are importing and the MetaHuman base skeleton. This is most likely due to you doing something differently at some stage.
      I recommend that you focus on the values you need to set in the import, export, etc. of this tutorial and try again.
      If you have solved this, please leave a comment for others, it would be very helpful for those who have encountered the same problem as you.

    • @EmpticStudios
      @EmpticStudios Год назад +1

      @@___quirk___hanks, found the error, when setting the mesh I accidentally pressed quinn_simple, which I just need the quinn mannequin

    • @___quirk___
      @___quirk___ Год назад +1

      ​@@EmpticStudios problem solved! yai. well done and thanks for letting us know how you fixed this!

  • @Freddymarcano
    @Freddymarcano Год назад +1

    hola! primero agradecerte por el tutorial :) tengo una duda: puede suceder que dependiendo la version de unreal o marvelous cambien las configuraciones en las ventanas de exportaacion de fbx? intento seguir todos los pasos pero aparecen ventanas con opciones distintas a las que veo en tu video

    • @___quirk___
      @___quirk___ Год назад +1

      Can you tell me what's different?
      Of course, different versions may have different option values, but I believe they are mostly the same.
      ¿Puede decirme qué es diferente?
      Por supuesto, las diferentes versiones pueden tener diferentes valores de opción, pero creo que son en su mayoría los mismos.

    • @Freddymarcano
      @Freddymarcano Год назад +1

      @@___quirk___ gracias por responder! no podia avanzar porque tenia la version 5.2 y salian otras opciones que no me dejanban claro el procedimiento :) ahora no me queda claro como exportar las poses de unreal a marvelous :(

    • @___quirk___
      @___quirk___ Год назад +1

      @@Freddymarcano If you look at my other tutorial, it shows how to export a metahuman with animations to marvelous designer (using blender), you might want to take a look.
      Si miras mi otro tutorial, muestra como exportar un metahumano con animaciones a marvelous designer (usando blender), puede que quieras echarle un vistazo.

    • @Freddymarcano
      @Freddymarcano Год назад +1

      @@___quirk___ graciaaaaaaaas

  • @daniel-vergara-gamedev
    @daniel-vergara-gamedev 10 месяцев назад

    Hi, excelent tutorial and tool, but I have a problem and is when I import to MH after all the process the MH is streched like long...it deforms the MH on the animations imported but I don't understand why, I have made from scratch the tutorial like 5 times.

    • @___quirk___
      @___quirk___ 10 месяцев назад +1

      try this one my friend
      Double click - MH animation sequence.
      Click - Skeleton Tree tab(left top)
      Click - option icon(next to search bar)
      Check- [Show Retargeting Options]
      Select - [spine_01] to [thigh_twistCor_02_r_dyn]
      except root(leave as 'Animation'), pelvis(leave as 'Animation Relative')
      Mouse R.click - Recursively Set Translation Retargeting Skeleton
      Note
      Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton].
      Then save and try playing the animation again.

    • @daniel-vergara-gamedev
      @daniel-vergara-gamedev 10 месяцев назад +1

      Dude!!! You are a monster!!! Thank you soooo much!!! I'll let you know as soon as I finish my videogame so you can check the result!!!@@___quirk___

    • @___quirk___
      @___quirk___ 10 месяцев назад +1

      wow! looking forward to it! @@daniel-vergara-gamedev

  • @Et-Media
    @Et-Media 10 месяцев назад +1

    You are an artist. Question: Can we use un5.2?

    • @___quirk___
      @___quirk___ 10 месяцев назад

      Hello! Thanks for saying that! Yes I checked on 5.2 and it worked

  • @JackNack-pz5wr
    @JackNack-pz5wr 9 месяцев назад

    Hi Bro... First of all, I want to express my gratitude because this tutorial has been incredibly helpful. However, I've encountered a problem. After using the 'retarget source assets' option from 'None' to the Metahuman body 9:37, the slipper mesh of the character gets distorted during the animation. I've been using custom Metahumans without clothes and shoes, only with slippers because I plan to use custom shoes. Any suggestions on how to resolve this issue?" 😇

    • @___quirk___
      @___quirk___ 9 месяцев назад

      Hello universe! Thx for your comment.
      Better checkout my recent tip&fix tutorial.
      And if retarget source asset doesn’t work well for you, you can just edit transform z axis of Metahuman.

    • @JackNack-pz5wr
      @JackNack-pz5wr 9 месяцев назад

      @@___quirk___ If I don't use the 'retarget source assets' option, I encounter a foot sliding issue. Do you have any tutorials on how to add custom shoes to Metahuman? I'd like to give it a try and see if adding the shoes can resolve the problem.

    • @___quirk___
      @___quirk___ 9 месяцев назад

      I haven't made it yet. if you want to use custom shoes, select sneakers when you custom your metahuman in metahuman creator. it would have better performance. @@JackNack-pz5wr

  • @maddiekarlsen
    @maddiekarlsen 10 месяцев назад +1

    Hi quirk
    I have been following your tutorial and I got stuck at min 9. When I set the body to ''Use animation Asset'', the head is not following along. I tried the solutions you gave in the comments but it didnt work :(( HELP

    • @___quirk___
      @___quirk___ 10 месяцев назад

      hello universe.
      And I recently noticed that when I applied this to a woman, it didn't work.
      However, I tried applying [m_tal_unw_body](male mh) to a female metahuman and found that it does work - weird, but it works.

    • @maddiekarlsen
      @maddiekarlsen 10 месяцев назад

      I tried your tutorial again. step by step. I even made a different charecter. it just seems like the charecters that have been modified in the Metahuman creators dont pickup the animation asset. It works fine on the assets that already exsist in the metahuman library but not the ones I created myself.
      And the ones in the library come with clothes :D dont know how to remove the clothes 😬 (super basic knowledge of UE here)

    • @___quirk___
      @___quirk___ 10 месяцев назад

      hello universe, If you have followed the tutorial exactly and the Mixamo animation is not being applied to your MetaHuman, you may not have applied the settings in the tutorial correctly.
      You can disable tops and bottoms in MetaHuman Creator (WEB).
      (It is normal that this tutorial should work correctly even with clothes on).@@maddiekarlsen

    • @maddiekarlsen
      @maddiekarlsen 9 месяцев назад +1

      Thank you for explaining. I managed to fix it. Somehow I was doing the steps correctly, but the animation was not sticking. I removed UE and reinstalled it and it worked :///
      Also thanks for the update video. it solved all these strechy charecter and pivot problems I had :D
      @@___quirk___

    • @___quirk___
      @___quirk___ 9 месяцев назад +1

      good to hear that! sometimes, re-install is solving everything ㅋㅋㅋㅋ
      go to next step for your dream! @@maddiekarlsen

  • @elenadmpl
    @elenadmpl Год назад +1

    HEY when i put the animaton to my metahuman it streches him to a taller person. is it normal? i floowed the process step by step

    • @PonomarovSerhii
      @PonomarovSerhii Год назад +1

      Exactly the same problem. The metahuman is stretched in length, and the hips are greatly moved apart.

    • @PonomarovSerhii
      @PonomarovSerhii Год назад +2

      Recursively Set Translation Retargeting Skeleton really helps. This is the best solution for retargeting Mixamo animations to Metahuman. Simple and fast. Thank you very much.

    • @elenadmpl
      @elenadmpl Год назад +1

      @@PonomarovSerhii where i enable that?

    • @elenadmpl
      @elenadmpl Год назад +1

      doi use the video and then do what you said?or search another solution?

    • @___quirk___
      @___quirk___ Год назад +1

      Try this.
      Double click - animation sequence.
      Click - Skeleton Tree(left top)
      Click - option icon(next to search bar)
      Check- [Show Retargeting Options]
      Select - [spine_01] to [thigh_twistCor_02_r_dyn]
      except root(leave as 'Animation'), pelvis(leave as 'Animation Relative')
      Mouse R.click - Recursively Set Translation Retargeting Skeleton
      Note
      Select all but [root] and [pelvis] and change to [Recursively Set Translation Retargeting Skeleton] and you should see that [Translation Retargeting] has changed to [Skeleton].
      Then save and try playing the animation again.(Make sure you've followed the tutorial video exactly)

  • @hotbergina
    @hotbergina Год назад +1

    hello i dont have the hair when i finish the tutorial.. how to import it please

    • @___quirk___
      @___quirk___ Год назад

      Hello hotbergina
      If you close the distance to the metahuman, the hair will be visible and if you move away, it will not be visible. That's because of the LOD(Level of Detail).
      *Here's a quick tip. *
      1. select your metahuman
      2. [Details](right side) - Double click [Edit in Blueprint]
      3. [Components](left side) - select [LODsync]
      4. [Details]-[LOD](right side) - set [Forced LOD] -1 to * 0 or 1*
      5. Save
      6. Check!

    • @hotbergina
      @hotbergina Год назад

      @@___quirk___ thanks for your quick answers, i appreciate that. But... even if i am close, the hair is not here... i dont have hair or facial hair at all :((( do you have a discord or something in order that i record my screen ?

    • @hotbergina
      @hotbergina Год назад

      when i open the blueprint of the character , on the pannel of the component (left) i dont have hair, beard or anything. I added manually "groom component" and then try to put them all.., this is not normal....

    • @___quirk___
      @___quirk___ Год назад

      @@hotbergina if you add your metahuman from quixel bridge then everything must be shown in viewport(that's default).

    • @___quirk___
      @___quirk___ Год назад

      @@hotbergina discord.gg/uqKJckhr

  • @ikergg2516
    @ikergg2516 5 месяцев назад +1

    why in place and not moving?

    • @___quirk___
      @___quirk___ 4 месяца назад

      it will be easier to control location value in level sq when you use 'in place'. it just depends on your purpose.

  • @brocscogmyre5592
    @brocscogmyre5592 4 месяца назад

    I disappeared as soon as I see the word blender, which in my opinion is the most pointless tool in this field

    • @___quirk___
      @___quirk___ 4 месяца назад

      I don't agree with your perspective but I respect your opinion.

  • @dysnXO
    @dysnXO 9 месяцев назад +1

    hey, im having some troubles, do you have discord or other platform where we can discuss this?

    • @___quirk___
      @___quirk___ 9 месяцев назад

      Temporary discord.gg/5zEbbhFB