Notifications
Clear all

UE5 skeleton Update/tutorial?

22 Posts
9 Users
17 Reactions
2,405 Views
212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 3 months ago
Posts: 46
 

@farshad Thank you!



   
Farshad reacted
ReplyQuote
212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 3 months ago
Posts: 46
 

Would this process work with a metahuman skeletal mesh?



   
ReplyQuote
212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 3 months ago
Posts: 46
 

Posted by: @calo

Would this process work with a metahuman skeletal mesh?

It does work!



   
Hosna reacted
ReplyQuote
Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
Eminent Member
Joined: 2 weeks ago
Posts: 18
 

I'll be honest. I don't like the way the mannequin is present in the project and is simply hidden behind a transparent material. This method creates unnecessary logic and unnecessary manipulations in the project, and transparent materials are always very resource-intensive.
However, I would like to see an optimized method for reassigning characters from different versions (including MetaHuman).
Please note this interesting point:
I have an UE 5.6 version, and when I open the Metahuman skeleton, there is an "Manage Compatible Skeletons" option. Here you add other skeletons and surprisingly Metahuman starts to support the animations of the said skeletons (this does not even require retargeting). This method has limitations, as I found out during testing that Mixamo skeletons do not work well in this way.
If this method is not suitable, I would like to get training from you on how to completely replace a character in a project (without having a mannequin). Thank you


This post was modified 4 days ago 2 times by RozhkovskyProduction

   
ReplyQuote
Farshad
(@farshad)
DEVELOPER Admin
Joined: 3 months ago
Posts: 197
 

@rozhkovskyproduction If you dont like to use transparent material, you can use this method. First, open the BP_Character class and go to the UpdatePerspectiveMode function. In the False branch, disconnect the Mesh from the Set Visibility node. Then, if you created a child class for the UE5 character, open it, click the Mesh component, and set its visibility to false. After that, set "Visibility Based Anim Tick Option" to "Always Tick Pose and Refresh Bones". With this setup, you won’t need to use a transparent material anymore. (Image attached)



   
ReplyQuote
2f45745ed35bc602c29e0fb02a532c130036df43dae2808ce681662fc302b363?s=80&d=mm&r=g
(@hellblazer19850)
New Member
Joined: 3 days ago
Posts: 1
 

@farshad Hello, does this method also work with the FP anim blueprint? The game I'm developing is first person.



   
ReplyQuote
Farshad
(@farshad)
DEVELOPER Admin
Joined: 3 months ago
Posts: 197
 

@hellblazer19850 Hello, welcome, and thank you for your question. This method is for third-person mode and has not been tested for first-person yet. At the moment, for FP mode, it is possible through animation retargeting.

When we test it for FP mode, we’ll provide a video about it on our YouTube channel.


This post was modified 3 days ago 2 times by Farshad

   
ReplyQuote
Page 2 / 2
Share: