Metahuman Animator Part 2: Fixing detached floating head & rendering
🏃♂️🎦 Second part of the #metahuman #animator for #unrealengine 5.2 tutorial
👉 1st part here:
French version of the 2nd part here:
Summary:
- Combining facial performance capture with a whole metahuman body (current gen i.e. 5.2, think to upgrade your Metahumans)
- Cut/Paste workflow between control rigs
- Retargeting some animations from UE Mannequin
- Movie Render Queue / Animation export
Skip to solution:
&t=619 (10:19)
Other solutions seen elsewhere didn’t make the job for me (disabling blueprint post-process, blend shapes, etc.), so i made a workaround by stitching head keyframes to the body.
Timestamps :
0:00 Introduction
0:21 Import a metahuman
0:55 Offset character pivot
1:31 Enable camera speed modification (experimental control)
2:01 Checking your previous MHP captures
2:30 Export MHP to animatio
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