The Editor Viewport will show you two MetaHuman body meshes overlapping, with several panels to configure retargeting settings on the right. By default, this Asset is located in the MetaHumans/Common/Common folder.ĭouble-click the RTG_metahuman Asset to open it. In the Content Browser, search for the RTG_metahuman IK Retargeter Asset. This Asset is automatically added to your Unreal Engine project if your project contains at least one MetaHuman. If you don't have any Animation Assets targeting the MetaHuman Skeleton, create one from the MCO MoCap Basics pack by following the tutorial below: If you need help completing this step, refer to the following pages:įor this tutorial, we will use the Ada and Hudson MetaHuman Presets, but you can use any MetaHumans. If you need help completing this step, refer to the Creating a New Project page in the Unreal Engine 5 documentation:ĭownload at least one other MetaHuman with a different body type and / or height than the one your animation targets, and import them into your project. This page assumes you have some knowledge of the Skeletal Mesh Animation System in Unreal Engine, as well as animation retargeting.īefore you can follow the steps outlined on this page, you need to do the following:Ĭreate a new Unreal Engine project. Make sure to download the Unreal Engine 5.0 version for the latest animations. If you need a quick animation to test with, you can find several in the MetaHumans Sample on the Unreal Engine Marketplace. The Asset has been retargeted from the Unreal Engine 4 Mannequin Skeleton to the MetaHuman Skeleton. The Animation Asset used in this tutorial is from the MCO MoCap Basics pack, which you can download for free on the Unreal Engine Marketplace.
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