Animating Faces in UE5 with Metahuman Animator

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Thank you @Dell & @NVIDIAOmniverse!

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-- Sir Wade's Links --

-- Software --

Chapters
0:00 - Motion Capture Time
6:58 - PC Hardware
8:21 - Metahuman Creator
8:53 - Body Animation
9:56 - Hand Animation
11:55 - Face Animation
13:38 - Troubleshooting
15:19 - The Shot
16:23 - Feedback + Questions
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#ue5 #unrealengine #3danimation
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Part 2 to the UE5 mocap animation workflow process has arrived!! I think it's time to do an *actual* project using all of this. Any suggestions??

SirWade
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You're underrating your own acting.

armenhovhannisyan
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The end result was actually pretty good. If the eye-line had been more consistent it would have really sold it. If you had acted against a person or image off camera, that might have fixed that issue.

imcxeu
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I know this is sponsored etc, but seriously Unreal needs to employ you fulltime to be their animation evangelist. Anytime we watch a pro animator using sequencer it just makes us all excited about the possibilities. More vids plz sir wade!

virtualfilmer
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30 seconds in and I'm like "omg, he's got an Xsens! So freaking cool!"
Xsens, definitely let this man have 24/7 access to one. On loan, given for free - doesn't matter.

JamieDunbar
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We want more videos like this X Sens, please give this man the Suit!

onur.nidayi.
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You can ignore the head and neck movement from the Metahuman animator solve but unchecking an option in the solved asset.

sibinaayagam
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Hey @SirWade, I just found your channel and I love your easygoing way of explaining everything in just enough detail to make it clear. You have my subscription :)
I'm not sure if I understood you correctly and perhaps you already know this, but when you export your facial animation from metahuman and animation sequence, there's a checkbox there to remove the head movement.

Oh, and XSens, let the man keep the suit, you cannot ask for a better ad!

coliber
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You did an INCREDIBLE job! I think a big problem with a lot of MetaHuman videos is that there are too many overexaggerated facial captures which the software makes uncanny. Your acting makes the model look much better!

iloveeveryone
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I wrote my own mocap system for Unreal because I really wanted to capture hands, body, face and voice all at once, and getting that all directly in engine is super convenient. I think the live link hub that is coming will help simplify the whole process however. Anyways, great stuff!

Megasteakman
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This face capture suit system looked really neat Sir. It's also great to see a new upload from you again as well Sir. This motion cap suit system looked really neat. Just wondering do you think someday there will be more affordable versions of motion cap suits coming in the future? Would love to give this a try sometime. looks fun.

CreativeSteve
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Hi what ai software did you use to change the voice? thanks, great work btw! subbed!

icloned
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Also could someone mention the name of the interior asset used in this last cinematic shot ?

zenparvez
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Hi Sir wade, I would like to purchase this used xsens mocap suit from Xsens as a used product. Would you ask them if they would be interested?

carlysana
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question, what's the AI tool you used to deepen your voice ?

ArnoReels
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Basically these tutorials are becoming product demonstration day by day as most of us cant afford super expensive suits, sigh !!

zenparvez
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If the facial animation looks amazing, I think the acting itself doesn't fit the type of character.
You are pretty expressive with a lot of facial movement, the character himself is a bit old, has a face marked by wrinkles. It gives a feeling the character could be stoic or at least express with measured facial expression.

medmel
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Hi sir Wade I have a question, I have a walking cycle of 30 frames at 30 fps. If I want to upload it to a game, do I upload 29 frames so that 30 is not the same as 0 or do I upload the complete cycle and Unreal only reads from 0 to 29?

jannodess
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Music is approprate, basically the Wild West.

bigheadrhino
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Just turn off the rotation of head for facial mocap. No need to blend.

artrush