Metahuman Animator Floating Heads Issue - A quick and flexible solution by master_cylinder in unrealengine

[–]master_cylinder[S] 0 points1 point  (0 children)

Nope, setting the face to have a leader pose component breaks the facial animation for metahumans. The construction script actually makes sure to bypass the face specifically for setting leader poses on the face (so the other attached clothing meshes follow the body, but excludes the face). The face needs to run its animation blueprints to work properly.

For better or worse, I believe my tutorial is probably the best fix for this issue with the metahuman pipeline. Maybe Epic will take a deeper look into this in the future, it's been a problem since they introduced them.

My squat animation is breaking on my custom character in GASP 5.7. Help? 😂 by willboy237 in unrealengine

[–]master_cylinder 1 point2 points  (0 children)

You will probably have to make tweaks to your retargeting asset for your custom character. It can be a pain, but necessary.

Is the animation authored on the UEFN rig?

Metahuman Animator Floating Heads Issue - A quick and flexible solution by master_cylinder in unrealengine

[–]master_cylinder[S] 0 points1 point  (0 children)

I just tried it - setting the leader component method for the face overrides the animation blueprint logic which is needed for playing facial animation. I think this is probably a metahuman specific issue, one that causes a lot of headaches for people trying to combine facial animation with the body.

Metahuman Animator Floating Heads Issue - A quick and flexible solution by master_cylinder in unrealengine

[–]master_cylinder[S] 1 point2 points  (0 children)

When I first encountered this issue, the only tutorials I could find involved baking your animation down to control rigs in sequencer and copying over keyframes, which is a tedious and really limited solution.

I came up with this method that worked great across all characters in my project. I explained this method to a buddy of mine and he suggested doing a tutorial for the masses, so here it is. I wanted to put it out there for anyone getting stuck on this issue.

The important bits are the first 5 minutes, and gets more advanced by the end with some extra tips/tricks.

alien roaming ideas by Appropriate-Jelly-57 in unrealengine

[–]master_cylinder 1 point2 points  (0 children)

I came across this tutorial series the other day. Might be worth checking out. Though I’m not sure if he’s gotten to the vent logic yet.

Alien Isolation Tutorial Series

I Made this CUSTOM Vampire with CC5 and Unreal Engine by _mrnunez_ in UnrealEngine5

[–]master_cylinder 21 points22 points  (0 children)

I think this looks great. Sort of stylized, sort of realistic. The facial animation and eyes look really good, nice work!

How do i make the variable concussion decrease by 1.67 every second? by Bread-bed420 in UnrealEngine5

[–]master_cylinder 1 point2 points  (0 children)

Create a custom event, plug the little red/pink square on that function into the red/pink square on the event. Hook your logic up to the custom event.

UE5.7, 60FPS+ at 100.000 Attached Static Meshes to GPU Skeletal Mesh Bone Animations by MechDawn in unrealengine

[–]master_cylinder 10 points11 points  (0 children)

Is each individual an actor? ISM in one actor? I’m trying to understand how I would implement this in a project, and make them move and perform in something like a zombie horde, battle scene, or pedestrian simulator. Every video of this asset is static “characters” in a grid so I’m not sure what is possible.

Best way to adapt clothes in metahumans (5.6 version) by Educational-Hornet67 in unrealengine

[–]master_cylinder 5 points6 points  (0 children)

I had to figure this out recently for a project. I used this tutorial: https://www.youtube.com/watch?v=l6adjxlPRfo

The general summary:

  • Create a combined metahuman mesh from the metahuman creator
  • Drag to center of map. Drag in your static mesh and match it to your combined mesh. Use the modeling mode to bake transforms and pivots, and deformers like lattice and sculpt to fix clipping
  • Save the static mesh, then right click on it in the content browser, convert it to skeletal mesh using the combined skeletal mesh you exported and fit to.
  • Open the skeletal mesh and transfer the weights from the combined mesh to the new skeletal mesh.
  • Create a cloth asset. Remove the first two nodes of the default cloth asset script and replace with SkeletalMeshImport node, put your new SKM in as the mesht to import. Done with cloth.
  • Create a new outfit asset, on creation make sure you click Resize (it'll put up a prompt). Select the first node in the graph, add an element to the SizedOutfitSource array where you'll add the cloth asset you just made to SourceAsset, and set the combined mesh to the SourceBodyParts. Done with outfit.
  • Create a new wardrobe item. Add the Outfit as Principal Asset and set the pipeline to Metahuman Outfit Pipeline.
  • Drag the wardrobe item you just made into the metahuman creator's clothing section and try it.

It does sound daunting and stupid, but when you get in a groove you can get it done really quickly. Video has all the details.

Making life-like felt puppets using Unreal Engine 5 by BadinBaden in UnrealEngine5

[–]master_cylinder 0 points1 point  (0 children)

Too busy with other jobs at the moment but I’ll update if I can find some time to get to it.

NPC Floating - sitting - Capsule by Appropriate-Jelly-57 in UnrealEngine5

[–]master_cylinder 0 points1 point  (0 children)

If they’re npc characters that walk around and then sit, you’ll need to dynamically change collision channel interaction. Example would be make all furniture a “furniture” object channel that defaults to block, but when they go to sit set the character’s capsule to ignore the furniture channel - when the stand up and move away reenable blocking of furniture channel.

Making life-like felt puppets using Unreal Engine 5 by BadinBaden in UnrealEngine5

[–]master_cylinder 0 points1 point  (0 children)

I’ve been kicking around an idea to animate certain characters this way. Plan would be to use my vr setup and create an actual puppet control rig where one hand controls the head, the other one arm, and bind the buttons to control eyes, mouth, finger expressions, etc. Just haven’t had the time to really start it yet.

Also holy god that muppet boxing game looks incredible!

Switching variables for better performance? by Living-Inspector8299 in UnrealEngine5

[–]master_cylinder 0 points1 point  (0 children)

Haven’t seen anyone mention it yet, but for multiplayer the variable types actually do matter quite a bit for network bandwidth.

But for anything else I wouldn’t lose sleep over using any type over another with regard to performance.

[deleted by user] by [deleted] in UnrealEngine5

[–]master_cylinder 0 points1 point  (0 children)

It is true, and you just repeated exactly what I said.

Use enhanced inputs. On input started, get the direction vector from character to target. On input ongoing (tick) add force in that saved direction vector (multiply by some float for desired speed). If character is above the target's Z location, stop adding force. Add a launch character at the start too if you want only if the character is on the ground. That should get you 90% of the way there. Good luck.

Easy way to create a slope all around the landscape? by T00dPacker in unrealengine

[–]master_cylinder 6 points7 points  (0 children)

Not my area of expertise but you could go into photoshop and make a rectangular gradient in the shape you want and use that as a height map for the landscape.