By Charlene (RL) - 4 Years Ago
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Dear Users, The exquisitely detailed MetaHuman, capable of natural realistic motion, has had a big impact on the media and entertainment industry. On the other hand, bringing Metahumans to life while crossing the uncanny valley remains an immediate challenge to real-world production. iClone MetaHuman Live Link is the answer you’ve been looking for, with the ability to let Metahumans talk, emote, and act according to your wish. It provides designers a highly efficient way to apply facial and body animations, along with lip-syncing—all in one application!
Three guides are provided in this thread for face, body, and face+body Live Link connection procedures. Feel free to reply to this thread with comments, suggestions, and inquiries.
Required Tools & Software:- iClone 7.9 or above
- iClone Unreal Live Link
- Unreal Engine 4.26
- MetaHuman Creator
- Quixel Bridge (for import MetaHuman)
- 3DXChange 7 Pipeline (for creating unique Dummy characters)
- MetaHuman Kit: iClone MetaHuman Live Link Kit_UE4.26
- Assets:
- iClone
- mh_rl_std_anim
- mh_rl_std_pose
- rl_function_lib
- MetaHumans
- MetaHuman Dummies x18:
- 9 Females (each including 3 kinds of height and 3 types of weight)
- 9 Males (each including 3 kinds of height and 3 types of weight)
- MH_UE_profile.3dxProfile (Only when you create own Dummy)
Tutorial Video:
Steps to get started: Step 1: Download the iClone MetaHuman Live Link Kit_UE4.26 zip file.
Note: iClone MetaHuman Live Link Kit_UE4.26 is a free bonus pack for iClone Unreal Live Link users. *If you are a registered iClone Unreal Live Link user, then click THIS LINK to receive the kit. *If you have newly purchased iClone Unreal Live Link after July 1st, 2021, then browse for the kit in your Order History alongside the Unreal Live Link Plugin. *If you are eligible for the free indie license and request the iClone Unreal Live Link after July 1st, 2021, you will get the kit along with Live Link. *If you are iClone Unreal Live Link trial users since July 1st, 2021, you can download the kit via the follow-up email. Step 2: Create a new UE project:
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Step 3: Import a MetaHuman with Quixel Bridge to the UE project:
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Step 4: Make sure RigLogic Plugin and iClone Unreal Live Link are Enabled:
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Step 5: Copy and paste the iClone and MetaHumans folder from iClone MetaHuman Live Link Kit_UE4.26\Content to the "Content" folder in UE directly.(See the below picture to know how to find the folder in UE, in this case the path is: Unreal Projects\Tutorial\Content)
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Limitations and workarounds: - Using CC3+ characters with ExPlus as the dummy characters is recommended.
- Limitations:
- UE does not support negative values for facial expression sliders:
 - Tongue motions will not be exact:
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- “Mouth Close” works only when applying Jaw Open (Default & ExPlus profiles).
 - The Look at function won’t work for face-only Live Link connection because there is no control over the head bone - the entire body will need to be Live Linked instead.
- Use the Face Key > Muscle Panel to properly drive the eyeball motions.
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By Charlene (RL) - 4 Years Ago
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Facial Setup iClone provides the best of breed multi-pass iPhone facial motion capture from ARKit expressions, to easily adjusting raw mocap data as well as retargeting, to multipass facial recording and essential mocap cleanup.
Tutorial Video:
Step 1: Double-click on a BP_MetaHuman: Step 2: - Click +Add Component, then Live Link Skeletal Animation.
- Click LiveLink.
- Click on the + button under Event > On Live Link Updated.
- Drag ARKit_Setup under Graphs-Functions to Blueprint to the blueprint window.
- Click on Compile.
Step 3: Activate iClone Live Link:
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Step 4: Go to iClone and click on Link Activated:
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Step 5: Go back to UE > Details and select the BP_metahuman.
- Set LLink Face Subj to the iClone character’s name (in this case, “Debra”).
- Activate LLink Face Head.
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By Charlene (RL) - 4 Years Ago
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Body Setup iClone provides an intuitive way of creating body animation with puppeteering tools, Human-IK motion layer editing, as well as thousands of mocap animations. The same resources are now available for MetaHuman!
To animate MetaHuman in UE, you will need to set a dummy character in iClone, link that dummy character with MetaHuman, and perform live animation via iClone Unreal Live Link. In this post, we will show you how to use the ready-made dummy characters to complete these steps.
Tutorial Video:
Step 1: Double-click on a BP_MetaHuman:
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Step 2: - Click +Add Component, then Live Link Skeletal Animation.
- Click LiveLink.
- Click on the + button under Event > On Live Link Updated.
- Click on Compile.
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Step 3: Click on Body and observe the Animation section to the right-hand side. - Select Use Animation Blueprint for Animation Mode.
- Select a name that matches the skeletal mesh (_animbp_C suffix) under the Mesh section.
Step 4: - Go to AnimGraph > animbp.
- String together the Live Link Pose and Live Link Subject Name nodes before the control rig.
- Click the Compile button.
Step 5: Double-click the BP_MetaHuman’s name.
Step 6: - Drag Body to Blueprint.
- Connect it to a Get Anim Instance node.
- Connect Get Anim Instance to a Cast To node. Set the Anim Class for the Cast To node to match the Anim Class Name.
- Connect the Cast To node to a SET node.
- Create a LLink Body Subj node and set it to Promote to Variable. Connect this node to the Live Link Subject Name of the SET node.
- One the left-hand side, make the LLink Body Subj visible (open eye icon) to make it public (expose it).
- Connect SET node to a Live Link Setup node.
- Click Compile.

Step 7: Because Metahuman has 18 different body types, the correct body type will need to be applied in order to link motion data in a way that does not cause mesh penetration and inconsistencies with different body proportions. - Drag an iAvatar, that matches the MetaHuman Skeletal mesh name, from the iClone MetaHuman Live Link Kit_UE4.26\MetaHuman Dummies folder into iClone.
- Click on the Link Activated button.
- Select MetaHuman Dummy for LLink Body Subj.
Step 8: Apply the desired motions: How to create a MetaHuman Dummy with 3DXchange
At the moment, MetaHuman supports 18 different body types. The Reallusion MetaHuman Kit provides the corresponding 18 iAvatar dummies to quickly match those body types. The Dummy creation process is explained below. You can apply the same process for new body types that will become available in the future.
Tutorial video:
Step 1: You can find 18 different kinds of MetaHuman body shapes in UE under: \Content\MetaHumans\Common\Common.
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Step 2: Right-click on the figure you want to create and perform Dummy > Asset Actions > Export.
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Step 3: Adjust the FBX Export Options as the following:  |Updated| Step 4: Import the Dummy (FBX) into 3DXchange: 
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Step 5: In the subsequent window, press OK, press the Apply to iClone button, then click Done.
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By Charlene (RL) - 4 Years Ago
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Face & Body Setup
Live Link will need to know to connect to the face and body of a character. In order to do this, you’ll have to create a Sequence node in Blueprint for the face and body, and make sure they run independently, or the animation will be wrong.
|Updated| Tutorial video:
Step 1: Double-click on a BP_MetaHuman:
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Step 2: - Click +Add Component, then Live Link Skeletal Animation.
- Click LiveLink.
- Click on the + button under Event > On Live Link Updated.
- Click on Compile.
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Step 3: - Click on Body and observe the Animation section to the right-hand side.
- Select Use Animation Blueprint for Animation Mode.
- Select a name that matches the skeletal mesh (_animbp_C suffix) under the Mesh section.
 Step 4: - Go to AnimGraph > animbp.
- String together the Live Link Pose and Live Link Subject Name nodes before the control rig.
- Click the Compile button.
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Step 5: - Add a Sequence node to Blueprint.
- Connect Sequence > Face to a ARKit_Setup node available under Graphs-Functions.
- Set up Body:
- Drag Body to Blueprint.
- Connect it to a Get Anim Instance node.
- Connect Get Anim Instance to a Cast To node. Set the Anim Class for the Cast To node to match the Anim Class Name.
- Connect the Cast To node to a SET node.
- Create a LLink Body Subj node and set it to Promote to Variable. Connect this node to the Live Link Subject Name of the SET node.
- One the left-hand side, make the LLink Body Subj visible (open eye icon) to make it public (expose it).
- Connect SET node to a Live Link Setup node.
- Click Compile.
4. Click “Compile” 
Step 6: Activate Live Link: - Set LLink Body Subj to the MetaHuman Dummy.
- Set LLink Face Subj to the iClone character’s name.
- Activate LLink Face Head.
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By StyleMarshal - 4 Years Ago
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That's so great ! Now you can show the whole potential IClone animation tools have to offer. Way better than the UE4/5 control rig , in my opinion.
:)
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By toystorylab - 4 Years Ago
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At first glance, quite a lot to do (blueprint) to make that work but will test in the next days... Thanx! ;)
EDIT As I already have LL 1.2, I assume I only have add the MH LL Kit?
Übrigens, Bassline303 hatte bestimmt seine Finger im Spiel, Danke!
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By tarnum888 - 4 Years Ago
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Where to find explus character?
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By StyleMarshal - 4 Years Ago
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@Toy , better use Live Link 1.3 in UE4 !
@ tarnum888 , every CC+ with Arkit Character will work.
You can find "Debra" under IClone Project / 1. Characters / 4.Explus Facial Demo
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By wires - 4 Years Ago
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Does this offer any enhanced benefits for iClone animators, or can it safely be ignored and relegated to the trashcan like all the other Gaming stuff?
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By toystorylab - 4 Years Ago
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Hm, when running the new exe, I get report to remove previous one...
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Do I simply delete ICLiveLink folder (OpenPlugin)?
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EDIT Uninstalled with HUB... ;)
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By charly Rama - 4 Years Ago
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Bassline303 (6/30/2021) IClone animation tools have to offer. Way better than the UE4/5 control rig , in my opinion.
:)
Totally agree, but not without some H...aches :D
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By toystorylab - 4 Years Ago
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Hm... Something went wrong :pinch:
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By toystorylab - 4 Years Ago
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Redid the process with another MH, same problem...
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By toystorylab - 4 Years Ago
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Charlene (RL) (6/30/2021)
Facial Setup Tutorial Video:
Hm, that won't work either :pinch:
in the video (0:57) Kay says the getting started video also shows how to replace face animation blueprint with custom one... Confusing as it definitely is not shown here:
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By StyleMarshal - 4 Years Ago
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hmm , works fine here , do you get a compile error for head rotation ?
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By TonyDPrime - 4 Years Ago
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I also am following the tutorial and getting Compile errors all over the place.... And I know what I am doing, so something sequentially was messed up in the tutorial maybe.
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By rosuckmedia - 4 Years Ago
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Hi Tony I have the same problem. Greetings Robert
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By TonyDPrime - 4 Years Ago
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Bassline303 (6/30/2021)
hmm , works fine here , do you get a compile error for head rotation ?  
You know what to do....But play dumb, follow the tutorial, and it will trip you up. You are showing BP_Hudson, noty the FaceAnimBP thing.
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By StyleMarshal - 4 Years Ago
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Show me your BP error , please !
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By rosuckmedia - 4 Years Ago
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Kai's Video Getting Started. When I open the Face Anim Blueprint 
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By StyleMarshal - 4 Years Ago
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If you get "Head Rotation Error" do a refresh on the Rotator node in the Anim BP Event Graph :
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By magikshow - 4 Years Ago
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эта проблема
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By magikshow - 4 Years Ago
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By StyleMarshal - 4 Years Ago
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You have not insert the facial pose asset : Compile and after this you have to refresh the rotator and compile again. (if it shows an error)
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By TonyDPrime - 4 Years Ago
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Bassline303 (6/30/2021)
You have not insert the facial pose asset : Compile and after this you have to refresh the rotator like in the picture above and compile again. 
You know the tutorial does not say to do this, but even more, I myself tried this and I can't even get it to work. I tried the older version and it works good. Not sure why yet, we'll figure this out Headaches! :D
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By rosuckmedia - 4 Years Ago
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Bassline303 (6/30/2021)
You have not insert the facial pose asset : Compile and after this you have to refresh the rotator and compile again. (it it shows an error)  
Okay that worked Wonder why it isn't shown in the tutorial Greetings rosuckmedia
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By StyleMarshal - 4 Years Ago
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I had the error too ... but I got it fixed with the refresh. Yeah , some extra "Headaches" for Charly , Rob , Toy , Tony and all the others :D
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By blendedtrendz00 - 4 Years Ago
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It's in the iClone Smart gallery
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By tarnum888 - 4 Years Ago
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still not working even after fixing faceBP
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By StyleMarshal - 4 Years Ago
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@ tarnum888 , I will try to help , but you have to show me pictures of your BPs or "errors" !
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By tarnum888 - 4 Years Ago
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I don't have any errors, face animation just not transfering
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By StyleMarshal - 4 Years Ago
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No errors is good , could be a tiny thing you've missed , but I need to see your setup (BPs) to help you.
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By tarnum888 - 4 Years Ago
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Nevermind, loaded another clean project and its worked, thanks anyway!
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By Charlene (RL) - 4 Years Ago
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Dear Users,
The root cause of face animation transfer failure and Face AnimBP error is the inconsistency of iClone folder name and the data in Face_AnimBP.
Now we have solved this problem. Please REDOWNLOAD the iClone MetaHuman Live Link Kit in your order history again.
The other solution is 1. REFRESH the Facial rotator. 2. Select mh_rl_std_pose in Pose Asset. 3. Compile again.
We apologize for this inconvenience.
Welcome to share your creations!
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By charly Rama - 4 Years Ago
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TonyDPrime (6/30/2021)
Headaches! :D
Noooo, Tony with headaches ??? impossible :D
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By TonyDPrime - 4 Years Ago
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Bassline succeeds in giving a tutorial on the tutorial 🤪
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By StyleMarshal - 4 Years Ago
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Thx RL !
Here is a test with IClone Replica :D
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By toystorylab - 4 Years Ago
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Hm, found no way to record this with sequencer... How do I do that? When I drop my BP in sequencer, the LL function gets lost. I had to delete character and load again to get it working. Tried take recorder, selected Debra and f_med_ovw_body, but that did not work either...
EDIT Worked when I added BP to take recorder...:blush:
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By toystorylab - 4 Years Ago
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Final outcome...
AGAIN, esp. when we work with voice we NEED something that syncs recording between UE and iClone!
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By StyleMarshal - 4 Years Ago
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haha you got it Toy , cool ! :D
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By StyleMarshal - 4 Years Ago
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Very good and informative tutorial from Solomon Jagwe :
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By oldnewusa - 4 Years Ago
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.
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By oldnewusa - 4 Years Ago
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hi.
what can occurs this problem?
As all we know Iclone has not stable FPS. Render Movie QUE from UE 24 is set to 24 FPS. Original Camera movment crated in UE4 as you can see works correct. Render Method obviosuly IMG Sequence.
Dosnt matter i link thos 2 node or not  . I tryed many methods still the same problem.
Appreciate for help.
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By StyleMarshal - 4 Years Ago
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Did you untick " Reduce Keys " in Take Recorder? Also set the UE4 Engine Scalability Settings to "Low" while recording....
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By oldnewusa - 4 Years Ago
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Im not using Take Recorder (anyway is UNTICKED). I made all things Materials to Lowest , scalability to LOW, all quality to LOW. Sadly effect is the same.
Im using Add Level Sequnce, (im doing job there) , then im using Render Movie Que. I made animation using UE controll rig of (For Face and for Body) and it works normal.
Any ideas please?
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By oldnewusa - 4 Years Ago
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So guys anyone? help will be appreciate.
Everythinig works 100% fine till i going to Render. Render Movie Que render 100% frames but it gives weird results as u can see at my videos.
THanks for any help and have a good day !
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By toystorylab - 4 Years Ago
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Maybe this helps?
https://forum.reallusion.com/419325/Tips-Tricks-for-Unreal-Engine-4?PageIndex=360
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By oldnewusa - 4 Years Ago
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Thanks, this method actually works. (There are some weird issue that i have delete BP character etc but it works) Here is effect
Hit Film express: (Better colors but Quality sux sadly, youtube destroys or doing something bad with Coding) // Movie in my MediaPlayer classic looks amazing clean and quality is rly great.
Davinci Resolve: (I dont like this Color grading etc , screen is darker no idea why etc, quality Better)
I still cannot understand why:
a) Davinci Resolve automaticaly somehow change Color/Exposure of my Image Sequnce and the Movie its a bit darker it looks just different than in UE b) HitFilm Express gives greater results in Outpat Movie - But later YOUTUBE destroyes the quality and this is rly sux. In older version of HitFilm i havent any problems with coding for Youtube i newer version no matter what im doing my Qulity always sux and this is rly bad.
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By StyleMarshal - 4 Years Ago
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Add a Post Process Volume and use the color grading and LUTs in UE4/5 .
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Also auto focussing a MH can help :
And Focus as "Look At" :
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By cedric_119526 - 4 Years Ago
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Thanks for these great tutos. I've succeeded to make this work except for 2 problems : 1. exPlus key do not seem to work with metahuman 2. when doing face synch only, I can't manage to make the head move
https://youtu.be/fg3qO6IZZn0
I haven't posted my BP cause I used the ones provided in iclone metathuman kit Any Idea how to solve these problems ? Thanks forward, Cedric
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By StyleMarshal - 4 Years Ago
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Does it work when you tick play (simulate) ? If yes , you forgot to add the Arkit Setup at the end of the bone controlled chain.
4 Fun :D :
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By rosuckmedia - 4 Years Ago
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Hi Bassline, Cool 😁😁😁😁 Greetings Robert
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By oldnewusa - 4 Years Ago
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dBassline303 (7/4/2021)
Add a Post Process Volume and use the color grading and LUTs in UE4/5 .  Also auto focussing a MH can help :
And Focus as "Look At" :
I checked out everything Bassline303 , thanks in advance. Everything works like should be i guess <3
here is a mix of face + body
HD - bad Girl.
UHD - bad Girl
Glad we have you here Bassline303. Have a good time everbody.
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By cedric_119526 - 4 Years Ago
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Bassline303 (7/6/2021) Does it work when you tick play (simulate) ? If yes , you forgot to add the Arkit Setup at the end of the bone controlled chain.
4 Fun :D :
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By cedric_119526 - 4 Years Ago
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[quote]Bassline303 (7/6/2021) Does it work when you tick play (simulate) ? If yes , you forgot to add the Arkit Setup at the end of the bone controlled chain.
Thanks for your help but, not it does not work in play mode either.
Yes I have the exact same blueprint but the the ExPlus key are ok on Debra in Iclone but not on my MetaHuman in Unreal. Everything else works smoothly. It's as if some bones are not working, but I don't understand why ...
4 Fun :D :
lol, funny indeed :-) (I speak french too by the way) Thanks again for your time
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By StyleMarshal - 4 Years Ago
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ok , then I have to see which pose asset you are using and your Anim BP :)
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By cedric_119526 - 4 Years Ago
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Bassline303 (7/8/2021) ok , then I have to see which pose asset you are using and your Anim BP :)
sure :-) here it is : https://youtu.be/8ObZ5z2HH8s
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By StyleMarshal - 4 Years Ago
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Thx , I don't know if its all , but you forgot something to wire :)
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Also , you can't use the head bones of the CC3 Character , you have to use the MH Dummy for this. What you can do is to use the face key , face puppet or IPhone Live Face to make the head move around. If your ExPlus Expressions are still not working re-download the IC to MH Blueprints again and overwrite the old once in UE4 , RL did some updates on it , maybe you have the old one.
Head Rotation and Expressions without any MH Dummy :
:)
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By trevor.mears - 4 Years Ago
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*If you are iClone Unreal Live Link trial users since July 1st, 2021, you can download the kit via the follow-up email.
I have the trial of iclone7 and the unreal live link plugin installed and working, however, I have never received this follow-up email with the download link. Can anyone assist? Thank you.
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By StyleMarshal - 4 Years Ago
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trevor.mears (7/8/2021)
*If you are iClone Unreal Live Link trial users since July 1st, 2021, you can download the kit via the follow-up email.
I have the trial of iclone7 and the unreal live link plugin installed and working, however, I have never received this follow-up email with the download link. Can anyone assist? Thank you.
Maybe try it again here at the bottom of the page : https://www.reallusion.com/iclone/live-link/unreal-engine/metahuman/
I am not a trail user , so I can't help here , sorry.
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By cedric_119526 - 4 Years Ago
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[quote]Bassline303 (7/8/2021) Thx , I don't know if its all , but you forgot something to wire :)
Thanks for noticing this, it however did not solve the problem.
Also , you can't use the head bones of the CC3 Character , you have to use the MH Dummy for this. What you can do is to use the face key , face puppet or IPhone Live Face to make the head move around.
Ok, cool, I didn't know that. This part of the problem is solved.
If your ExPlus Expressions are still not working re-download the IC to MH Blueprints again and overwrite the old once in UE4 , RL did some updates on it , maybe you have the old one.
I've just redownloaded and reinstalled the MH Blueprints, but still no exPlus expressions working
Thanks again for your help
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By 7imprice - 4 Years Ago
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Metahuman Livelink floating head: I'm having a little trouble with my metahuman livelink setup. Everything works great but the head is floating outside of the body animation. Does anyone know how to correct this? Thanx
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By StyleMarshal - 4 Years Ago
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7imprice (7/11/2021)
Metahuman Livelink floating head: I'm having a little trouble with my metahuman livelink setup. Everything works great but the head is floating outside of the body animation. Does anyone know how to correct this? Thanx 
be sure you have the face BP loaded :
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By deepak_270696 - 4 Years Ago
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Does this work for custom metahumans as well? Would they need any retargeting?
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By StyleMarshal - 4 Years Ago
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deepak_270696 (7/12/2021) Does this work for custom metahumans as well? Would they need any retargeting?
Works with custom MHs too , no retargeting needed. All Quixel MHs will work.
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By deepak_270696 - 4 Years Ago
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 Somehow I am unable to save the sequencer recording on "take recorder", on Unreal. It says graph is linked to object(s) in external map. It specifically gives the name of the metahuman and indicates hair as well. Any clues as to what could be wrong? Have spent a lot of time on this. Thanks very much for helping out!
PS: Here's what I found on the logs: Can't save ../../../../../../Users/deepa/Documents/Unreal Projects/JimKokoDemo/Content/Cinematics/Takes/2021-07-14/Scene_1_40_Subscenes/BP_ProfessorJim_Scene_1_40.uasset: Graph is linked to object GroomComponent /Game/StarterContent/Maps/Minimal_Default.Minimal_Default:PersistentLevel.BP_ProfessorJim_15.Hair (AttachParent) in external map
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By StyleMarshal - 4 Years Ago
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Tick " No " and continue. To avoid this , tick "possessable" (in the Take Recorder settings) when recording :
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By deepak_270696 - 4 Years Ago
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Thank you! That worked! One final thing I've been struggling with for the last hour and a half :-( The head of my metahuman separates from the body. When I set the animation mode to use animation blueprint and set the facial animation blueprint, it gets resolved. However, when using take recorder, even if I set the face animation mode to use blueprint before recording, after the recording, I see it go to custom. And even if I make edits to one frame to fix it, other frames in the recording still have the face "severed". Its hard for me to manually go fix all frames in my recording. Any advice would be much appreciated. I've searched in the forum but couldn't find this exact issue with take recorder mentioned.
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By StyleMarshal - 4 Years Ago
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Do you mean this body problem ?
https://youtu.be/qvZmr22vdsU?t=43
There is also a new Video from Reallusion about Take Recorder :
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By deepak_270696 - 4 Years Ago
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Thanks to you all for helping me ramp up on iClone and on this project! I had a lot of issues getting ok FPS on the iClone to Unreal recording using "take recorder". Just following the things in the reallusion videos was not enough. I tried a whole bunch of experiments, and finally got it to work well! I now have 80fps in unreal and close to 60fps in iClone. I read on forums that a lot of people had similar issues. So, figured I'd pay it forward for so many of you helping me with my questions - by sharing some of the things I learned.
(1) Settings on the nVIDIA control panel for the GPU - These make a huge difference. I changed the application settings for Unreal and iClone. Changed the power management mode to "max performance" instead of the default normal. Changed the low latency mode to "ultra" instead of the default "on". My performance was being limited by Unreal fps, so I set a max frame rate for iClone fps so that both iClone and Unreal go above my threshold for being able to record. (2) Turned off visibility for everything - Every single character and prop in both iclone and unreal was turned off. This burned less system resources and allowed greater FPS. (3) 2k resolution vs 8k resolution for metahuman - did not make a difference to fps performance. I spent time exploring this option, thinking a lower resolution would improve FPS performance. It did not. (4) Turned off fixed frame rate on unreal - my character was standing in one place. I read in one of the forums that this improves performance - people had data for that. (5) Transferred all props, characters and animations other than the metahuman using FBX transfer - the metahuman was the only one on live link. I added props and other characters and animations after the FPS sensitive metahuman recording was completed. Not sure how much benefit this gave, didn't do A/B testing on this. (6) All settings on unreal were set to low - for engine scalability, material quality, etc (7) I also installed the nvidia's DLSS plug in which is supposed to improve GPU performance - don't know how much impact this made, but thought it wouldn't hurt. Didn't A/B test this with this transfer though. In addition, I tried all the other tips mentioned in the Reallusion video to boost fps: Unreal Live Link Plug-in Tutorial - How to Increase FPS - YouTube Also, my system configuration is Intel i9, nVIDIA GTX 3080, 64GB RAM, 1TB SSD. Wish I had an AMD Ryzen 9, that's supposed to be better vs the Intel i9 for these sort of things.
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By StyleMarshal - 4 Years Ago
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@deepak_270696 Great! Thx for sharing :) 👍
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By StyleMarshal - 4 Years Ago
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Need some cool boats ? Now free on the marketplace : https://www.unrealengine.com/marketplace/en-US/product/twinmotion-boats-pack-1

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By Miranda (RL) - 4 Years Ago
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Hi everyone,
3DXChange is updated to 7.81 with Unreal MetaHuman auto-convert profile, so the process of creating a MetaHuman Dummy is simplified. Check your Reallusion Hub to get the latest version. :)
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By tomelissaconway - 4 Years Ago
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Hey guys. I'd been having a heck of a time figuring out how to get this to work, so once I finally did, I wrote some step-by-step instructions, which are in the description of the video I made to go along with them, here: https://youtu.be/-YK09FgH_Oo
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By StyleMarshal - 4 Years Ago
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tomelissaconway (7/24/2021)
Hey guys. I'd been having a heck of a time figuring out how to get this to work, so once I finally did, I wrote some step-by-step instructions, which are in the description of the video I made to go along with them, here: https://youtu.be/-YK09FgH_Oo
That is great ! Thank you for sharing. :) Did you texture the MH by yourself ? Or how did you get the naked torso?
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By tomelissaconway - 4 Years Ago
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[/quote] That is great ! Thank you for sharing. :) Did you texture the MH by yourself ? Or how did you get the naked torso? [/quote]
Thanks! Nope, I didn't texture it. There's an option to remove the clothing in Metahuman Creator (not sure whether it's always been there, but it is now).
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By StyleMarshal - 4 Years Ago
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WoW , didn't know that , thanx so much :D
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By ender434 - 4 Years Ago
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Hello I followed the tutorial .I own iclones 7.92, unreal ungine 4.26.2 , i have installed the plug in unreal live link.But i can't find the node -live link set up.I 've tried to find the solution or help on the website.I don't have any RI function Lib.A little help from you would be nice
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By StyleMarshal - 4 Years Ago
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Deactivate Context Sensitive , do you find it now? :
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By GIM - 4 Years Ago
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Unless you are only doing cinematics with UE4 this is useless as it doesn't bring over any animation files with the link.
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By inash - 4 Years Ago
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So has anyone figured out how to export an FBX file from iClone to animate MH head in UE4. I was able to successfully export an FBX to animate the body but had to use live link for the head. When I exported a face animation FBX from iClone to UE4 the face just sat there and kinda moved a bit but no lip sync or expressions.
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By dredziodred - 4 Years Ago
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Thank you very much for the detailed explanation.
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By alerender - 3 Years Ago
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hoodTRONIK (10/9/2021) So has anyone figured out how to export an FBX file from iClone to animate MH head in UE4. I was able to successfully export an FBX to animate the body but had to use live link for the head. When I exported a face animation FBX from iClone to UE4 the face just sat there and kinda moved a bit but no lip sync or expressions. I have the same problem . I have the head of a metahuman in a Daz3d body, in Unreal. But I can't manage to animate the head separately, giving a fbx to it ... Neither can it with Live Link
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By StyleMarshal - 3 Years Ago
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Maybe this helps :
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By mazemath - 3 Years Ago
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Hi guys, can you please help me? I have animated male metahuman character everything is good just the eyebrows (all hair grooms) are not following the head movement!
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By mazemath - 3 Years Ago
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To fix eyebrows, fuzz and eyelashes just find their binding assets, now I got problems with neck!
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By StyleMarshal - 3 Years Ago
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do you have a better picture? I can't see whats going on.... Which face Blueprint is loaded ?
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By mazemath - 3 Years Ago
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Yeah, I have. wait please!
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By mazemath - 3 Years Ago
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https://youtu.be/Zh-aqx3pUGo I'm using take recorder to record animations from iClone
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By StyleMarshal - 3 Years Ago
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Before recording tick "Possessable" in the take recorder settings. You didn't , cause of that you have 2 Characters (Spawnable) after recording.
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By mazemath - 3 Years Ago
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Alright, I will try it now. thanks for your time!
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By mazemath - 3 Years Ago
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it worked, thank you so much!!!
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By mazemath - 3 Years Ago
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Bassline303 (2/1/2022)
Before recording tick "Possessable" in the take recorder settings. You didn't , cause of that you have 2 Characters (Spawnable) after recording.  it worked!!!
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By jukebox133 - 3 Years Ago
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I did it according to your tutorial, but the blueprint editor didn't get through
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By rosuckmedia - 3 Years Ago
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H ijukebox133 IT should look like this. Greetings rosuckmedia
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By jukebox133 - 3 Years Ago
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rosuckmedia (3/1/2022)
H ijukebox133 IT should look like this. Greetings rosuckmedia  Thank you. The blueprint succeeded
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By jukebox133 - 3 Years Ago
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When playing the sequence, it is not normal to be close to the model, and the model can be displayed normally if it is a little farther away What is the problem?
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By StyleMarshal - 3 Years Ago
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lol ... I've never seen that ... but I see you didn't record as "Possessable". Try to record again with Possessable ticked in the take recorder settings :
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By ToonaciousD - 3 Years Ago
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Does this not work with 4.27.X? I can't get a Live Link feed.
4.26 required?
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By ToonaciousD - 3 Years Ago
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I believe you're sending the data into UE4 without choose the highest LOD? Then the joints that are culled out for lower LODs are confused when you go to the highest LOD. You might need to do again and in that character's blueprint, you'll need to set LODsync to 0.
jukebox133 (3/2/2022)
When playing the sequence, it is not normal to be close to the model, and the model can be displayed normally if it is a little farther away What is the problem?

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By StyleMarshal - 3 Years Ago
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yes , right , could be a LOD thing ....
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By ToonaciousD - 3 Years Ago
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Nevermind...I solved the 4.27 issue (I hope permanently?!)
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By joseperezbaro - 3 Years Ago
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Hi, I have a problem with the live link graph... I follow the tutorial step by step but the compile flow stopped in the "cast to" node... Someone can help me?? Thanks so much
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By R2 Studio - 3 Years Ago
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Hi, I was able to set up body motion live from iclone to UDK 4.26, but the animation is in place, not allowing root transformation so my metahuman walks but goes nowhere... how to I specify root animation to be followed? In iClone the dummy walks across the grid but in UDK it's just in place only.
Its now fixed
--Ray
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By StyleMarshal - 3 Years Ago
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R2 Studio (3/28/2022) Hi, I was able to set up body motion live from iclone to UDK 4.26, but the animation is in place, not allowing root transformation so my metahuman walks but goes nowhere... how to I specify root animation to be followed? In iClone the dummy walks across the grid but in UDK it's just in place only.
--Ray
Hey Ray , there must be something wrong in your Blueprint but without seeing any pictures of it we can't help.
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By mmaclaurin - 3 Years Ago
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Hello, UE5 is out now for a while, where are the updated plugins?
Hopefully some good stuff coming soon :)
- Matt
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By dancristian08 - 3 Years Ago
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I can't understand what I'm doing wrong. I'm using the trial version. When I click on the "Activate Link" - I get the message: This trial version allows you to export fbx, alembic(ABC), obj 15 times. You have 0 exporting remaining.
But it's my first project, I haven't exported anything so far. How to solve this? I'm using iClone8.
Tks
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By ivanpicas - 3 Years Ago
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Hello everyone. I'm trying to animate metahumans with Unreal 5 and Iclone 7. Everything works fine except head rotation doesn't work. After reading through various forums and trying on my own I suspect the problem is with the "layered blend per bone" node. When I change the bones affected by this node to head, neck_01 and neck_02, then the neck work but stretches ridiculously. If you can lend a hand I would greatly appreciate it. Greetings 
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By yepkoo - 3 Years Ago
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I made a short video tutorial about it.
00:00 Intro 00:18 UE5 preparation and Plugin Installations 01:43 Metahuman character creation and import to UE5 04:34 Installing the Metahuman Live Link plugin 05:00 Let's fix missing metahuman textures 05:59 Metahuman preparation and blueprint coding for Face and Body animation 08:42 Let's create face and body animation with iClone 8 11:23 UE5 Let's animate Metahuman and record with Take recorder
(with subtitles)
LOD Fixed: Let's also fix the hand problem caused by LOD and therefore the program crash.
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By risto_986282 - 3 Years Ago
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Could you tell what am I missing when I can not add step 7 - Live Link setup to my blueprint. It just does not appear in the blueprint editor and there is no Rl Function Lib -line either. I am using UE5.02, and Metahuman, iClone8. CC4 and iClone8 icons appear in my UE5 menubar. But I am clearly missing something. Can you tell which file should contain the function library I seem to be missing and where it should reside.
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By StyleMarshal - 3 Years Ago
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The "function" you need is in the "IClone Folder" for UE , you can download it here (live link kit) and add it to the content folder of your project :
https://www.reallusion.com/iclone/live-link/unreal-engine/download.html
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By magnoliaPower - 3 Years Ago
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It is so hard to follow ! The video and the screen capture are not updated for UE5 and the Reallusion 8 changes. Can you update all that? Is there any official video updated? Also, you are making very speedy videos which are not easy to follow when you are not english mother tongue.
Is there any good updated tutorial you can recommand? All the one I find are not showing all the process from start to finish.
Thanks
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By risto_986282 - 3 Years Ago
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This video was easy to follow as the directions were shown and written as subtitles - if you slow it down or stop and follow each step carefully, I believe this works for you. https://www.youtube.com/watch?v=lb_VK-CVGkQ My mistake was that I stepped over one task as I thought I had already installed the plugins, but that step icluded the new files that need to be copied to each UE-project content folder. But basically I followed this video and the fault I had to ask help for was not due to the video but my own carelessness. Now I have the pileline fully functional thanks to this helpful advise above.
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By magnoliaPower - 3 Years Ago
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Thanks for your compassion. The fact is the UE change since UE5 and it is not easy to follow. If you have to slow down pause, stop, rewind to understand a video, this may not prove of simplicity and clearness. I do not blame the author: i'm just asking to Reallusion to update its doc / tutorials to the latest version of their software (8) and follow major changes in UE (5).
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By StyleMarshal - 3 Years Ago
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When using CC4 FBX facial animation export for Meta Humans :
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By magnoliaPower - 3 Years Ago
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Great tutorial but a master of UE. But I thought with Livelink things would be more straightforward to animate the facial and body of metahumans? thanks for your reply (which desperates me a bit, as I thought all the Reallusion stuff would be things more accessible).
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By magnoliaPower - 3 Years Ago
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Great tutorial by a master of UE. But I thought with Livelink things would be more straightforward to animate the facial and body of metahumans? thanks for your reply (which desperates me a bit, as I thought all the Reallusion stuff would be things more accessible).
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By StyleMarshal - 3 Years Ago
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magnoliaPower (7/5/2022) Great tutorial by a master of UE. But I thought with Livelink things would be more straightforward to animate the facial and body of metahumans? thanks for your reply (which desperates me a bit, as I thought all the Reallusion stuff would be things more accessible).
haha , it is only an alternative way how to get things from IClone/CC4 to a Meta Human. (I even don't know if it is the easiest way but it works 😁) The Live Link way works fine too !
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By livecleo - 3 Years Ago
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Hey guys do we still do things this way or do we just put the metahuman in iClone and use the livelink to transfer top Unreal engine and animate that way? Also where can I find the best project settings and lighting for using Metahumans in UE5?
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By charly Rama - 3 Years Ago
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Bassline303 (7/5/2022) When using CC4 FBX facial animation export for Meta Humans :
Thank you Bassline, I've tried it but from where I create the CC4 anime PA for the preview pose asset ?
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By StyleMarshal - 3 Years Ago
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Charly Headache 😁 , I don't understand what you mean (anime PA) ? 🤪
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By charly Rama - 3 Years Ago
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Sorry, it's my headache :D, I mean anime pose asset, when you choose it on the preview pose asset, I don't know where is the "CC4 anim "you choosed from
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By StyleMarshal - 3 Years Ago
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charly Rama (7/13/2022) Sorry, it's my headache :D, I mean anime pose asset, when you choose it on the preview pose asset, I don't know where is the "CC4 anim "you choosed from
You have to add the Live Link Kit :
https://www.reallusion.com/iclone/live-link/unreal-engine/download.html
:)
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By charly Rama - 3 Years Ago
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Bassline, okay, now it works fine when I play it alone but when I apply on sequencer, choosing the facial animation, mouth doesn't move
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By StyleMarshal - 3 Years Ago
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Charly Headache , only the mouth ? Can you show me a video or some pics of your Anim BP ? And have a look in the FBX export settings of IClone , if "open mouth as morph" is ticked. (Don't know if it is needed)
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By yepkoo - 3 Years Ago
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Hello You can use Youtube speed settings to slow it down. The video has already been prepared according to the latest version programs. (UE5 + iC8) I will add new video when plugins are updated
In fact, you will not find a simpler and shorter video. Reviving metahumans with iClone is unfortunately not very simple. Therefore, it is not possible to find an easy explanation. I tried to show it in the simplest way I can without showing unnecessary settings in the video. It works perfectly according to current versions. I will also add a few more videos in the future. These processes are always the same. Therefore, it only requires memorization.
yepkoo (5/28/2022) I made a short video tutorial about it. (with subtitles)
LOD Fixed: Let's also fix the hand problem caused by LOD and therefore the program crash.
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By TacticalSpaceLab - 3 Years Ago
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For anyone else having the nightmare of unsavable takes with the take recorder, with the error "Graph is linked to object World [map name] (AttachParent) in external map", I found that my spawned metahuman had a NiagaraComponent_0 spring system added, and if I deleted that from the spawned character and the track list, everything saved and worked fine. Hopefully this saves others some time. I found I couldn't use record possessable because UE crashed constantly with a few set up, so this was a project breaker for me.
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By cutoffsquid98 - 3 Years Ago
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Hello all, I need assistance. I will be grateful if anyone can help. I am using Iclone 8 and I want to use the character (Kelvin) for facial animations using Metahuman in unreal engine 5. The mouth Open is not working. facial expressions works fine. I cant get the mouth to open. However when I use cc3_Plus character it works fine with mouth open but if I add the cc4 extended profile to cc3_Plus character, unreal engine crash. Can someone help? I do not know what is wrong because I have seen people using cc4 characters to drive metahumans talking. Thanks
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By yepkoo - 3 Years Ago
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The video has been updated with new versions. (Subtitle) Quick Tutorial
00:00 Intro 00:12 Let's add a metahuman character 00:29 iClone Live Link plugin installation 00:48 Metahuman live link kit installation 01:19 Preparing the Metahuman character 03:41 Preparation for live link with iClone 05:35 Unreal Engine live link preparation 07:02 Running animation and recording with Take Recorder 08:42 Lod problem, solving the joining hands problem
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By bahm9919 - 3 Years Ago
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Thanks for sharing tut. But, Mouth not open. Facial expressions good, but mouth not working.
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By bahm9919 - 3 Years Ago
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cutoffsquid98 (8/5/2022) Hello all, I need assistance. I will be grateful if anyone can help. I am using Iclone 8 and I want to use the character (Kelvin) for facial animations using Metahuman in unreal engine 5. The mouth Open is not working. facial expressions works fine. I cant get the mouth to open. However when I use cc3_Plus character it works fine with mouth open but if I add the cc4 extended profile to cc3_Plus character, unreal engine crash. Can someone help? I do not know what is wrong because I have seen people using cc4 characters to drive metahumans talking. Thanks
Have you solved your problem? The same issue.
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By yepkoo - 3 Years Ago
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I haven't tried Kevin, but now I applied the extended profile to camila and it worked just fine. I have no idea why it doesn't work for you, maybe you can try by recreating the metahuman character. You can experiment by doing the same steps in the video. If you look at the intro at the beginning of the video, yes, the mouth movements are not transferred to the metahuman character exactly as it is iClone. Maybe the RL team can do something about it. Maybe this is due to the lip structure of the character I created. I'll test that too when I find time. But his mouth plays and speaks.
Also, don't use anything with an exclamation point when creating metahuman characters. The lips may not move if the LODs are not working properly. For example, after lod 3 or 4, the lips do not move.
You can test it like this: First, create a metahuman character like in the video below You can also use a CC character instead.
Then you can try it by doing exactly the same without skipping as I showed in the video below.
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By MBusch - 3 Years Ago
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Seems we need a new "Metahuman Animation Magic" tutorial. Using the new Metahuman version, compatible with Unreal Engine 5, makes all previous Blueprint configuration obsolete.
This is the actual new Metahuman Blueprint
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I just set ARKit Face Subj to Camila and Live Link Body Subj to f_tal_nrw_body in the details panel. I don't touch the Metahuman Blueprint.
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It just works. The only issue is with the foots sliding, so there are something missing in this workflow.
Someone can help with this issue?
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By yepkoo - 3 Years Ago
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If you mean the new previews version of UE I haven't tested it yet.
Have you tried without ticking Retarget mode? The box is ticked in the video.
It will take some time, but you can now use livelinks by retargeting metahuman characters.
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By MBusch - 3 Years Ago
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Thanks @yepkoo
Not the preview versions. I am using Unreal Engine 5.0.3, iClone 8.1.1, iClone Live Link plugin 1.4. The thing is I previously was able to record the same animation correctly using the older Metahuman version. It was after update my Metahumans to the latest version, which are compatible with UE5.
I think the metahuman skeletal rig was modified from the previous version making the Metahuman dummies in Metahuman Live Link kit obsolete.
I was aware about retargeting, but your video was a welcome refreshing. Anyway, is so much work which was unnecessary previously.
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By 3dtester - 3 Years Ago
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Respect for doing so much work. I thought that 'retargeting' a CC4 to a MetaHuman was just a thing of a few mouse clicks. Simple like the UE animation retargeter, which i already used a while ago. But In that case, i think i'll stay with the old method...
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By yepkoo - 3 Years Ago
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You're right, on new metahumans I guess the animation runs as root. It doesn't seem too difficult to fix the problem. I will add a new video during the day.
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By yepkoo - 3 Years Ago
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I updated the video for new metahuman characters
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By MBusch - 3 Years Ago
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Thank you so much @yepkoo ! I still need to deep look your modifications in the Blueprint to better understand what made the trick, but for now I am just grateful. Another question if you don't mind: how to attenuate the Head rotation? The head movement in iClone is a little bit more subtil than that one transmitted via Live Link. Any tip about?
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By yepkoo - 3 Years Ago
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It may be normal to have some difference between the dummy character animation and the Metahuman animation. However, I did not see anything in the head movement that would disturb me. Maybe the movement of the dummy character may be misleading you.
I haven't tried it but I think you should adjust this in iClone to look good on you as body and head animation work with the same body animation.
However, I can suggest a solution. You can remove the dummy character's head animation in iClone. If you add head animation to face animation this will work fine.
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By rosuckmedia - 3 Years Ago
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HI Yepkoo, It works wonderfully , thank you very much.👍 Greetings Robert 
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By chrispnpro - 2 Years Ago
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Dear Kepko ! Thank you sou much for this video, it works all the way :-) It also worked in 5.1 but i dont rec people to do this. I pasted the metahuman kit for ue 5 into my proj in ue 5.1 It didnt compile but it worked, no feet sliding. Havnt tried the sequencer yet.
All the best Chris
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By chrispnpro - 2 Years Ago
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Hi ! I use my iphone x in iclone 7 making facial motion capture linked to unreal engine 4.27.2 and i can se what happens with the face in real time in my project in ue 4.27.2m also the headrotation works fine.
After uppdating to ue 5.03 i do just the same but i miss the head rotation in ue 5.03. and i think its due to the mew iclone live link. I didnt uppdate the iclone live link in ue 4.27.2 so i think there is something missing in the new live link in 5.0.3.
Is it possible to add rotation to the face in the blueprint bp ? 
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By yepkoo - 2 Years Ago
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Hello You must have missed a place in the video. After writing your own codes, break the body node of the standard codes seen above. Also, copy the metahuman kit after adding your metahuman character to your project and confirm the replace warning. If you continue to have problems, test in a clean project first.
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By chrispnpro - 2 Years Ago
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Hi thanks for helping me. Yes i missed to break the body when i followed yours video uppdated so here we go..But It did not help still no rotation. Before i make a new clean project i wonder if it is possible to copy the already done blueprint from another project into this new clean project or do i have to do the blueprint process once again ?
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By chrispnpro - 2 Years Ago
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I noticed that when I copied and pasted The expessions head from cc3 char intothe dummie in iclone it shows a little bit of rotation in iclone and mh in ue. IF I load a motion file with head rotation in to The dummie in iclone The Metahuman head rotate very well in ue. Using head rotation on The cc3 in iclone with motion live face with my iPhone x works in iclone but The rretahuman in ue dont understand.
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By yepkoo - 2 Years Ago
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Unfortunately I can't test this as I don't use an iphone. The codes here are for body animation only. Face animations should already be working. You can test it by coding just like in the old metahuman videos I shared above for face animation.
Except those; Have you updated your metahuman character? This will work for new metahuman characters.
Second, copy the metahuman kit after adding the metahuman character to your project and confirm the file change warning. The files you changed are related to the face animation.
Finally after creating a clean project, just re-add your metahuman character for testing, copy the metahuman kit and redo the coding. This way you can confirm if there is a problem in your project. If you still can't run it, you can try to get support from @Bassline303. He is much more experienced with facial animations than I am.
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By chrispnpro - 2 Years Ago
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Thankyou so much. Now i Will follow yours instructions. It Will take a while. Best regards Chris
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By chrispnpro - 2 Years Ago
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Hi! During my investigation How to make The Metahuman head to rotate in ue 5.03 iwonder are there any member Who use The iPhone x and iclone 7 live face to Animate The head in mh ue 5.03. 1. Created a new clean proj in ue 5.03 2. Download The iclone live Link latest uppdate in epic games marketplace 3. Import The new uppdate Metahuman from brexel in to my project 4.paste The latest Metahuman live Link kit content folder i to my proj and accept The owerwriting. 5.Follow Yepkos latest video tutarial uppdate. 6 Using a cc3 char uppdate with arkkit in iclone
Did you find any issues regarding head rotation? Please let me knew!
Best regards Chris
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By yepkoo - 2 Years Ago
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I haven't been able to test it since I don't use an iPhone, but my guess is that the face mocap feature allows only slight head movements. I think body mocap devices are necessary for full head movements.
Anyway, to come to the subject, after adding your metahuman character to your project, copy the metahuman kit to your project. This is pretty important. Confirm the file change.
Then break the ARkit node and tie the node as follows. Maybe this could work for you.
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By chrispnpro - 2 Years Ago
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Hi !
I tried but it didnt help sorry....
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By yepkoo - 2 Years Ago
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I installed the Faceware trial version and when I tested it, the head moves slightly. By the way, I didn't like the Faceware plugin at all. Considering its $900 price, it's unnecessarily expensive.
I don't know if the iphone has a different feature I think @Bassline303 can help with this.
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By chrispnpro - 2 Years Ago
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Hi Funny that Faceware works with head rotation..anyway here is my metahuman bp in ue 4.27..2 with the old iclone live link plugin and the old metahuman kit.. and it works perfekt with head rotation... it follows all the way...
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By yepkoo - 2 Years Ago
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I'm not talking about turning heads exactly. Frankly, I don't know how much you can turn the head with a 2D image. Like I said, I don't use an iPhone. That's the maximum head rotation I can do with the Faceware plugin.
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By chrispnpro - 2 Years Ago
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It looks good to me and Yes iPhone with live face has The same rotation limit. But i do understand that you hav e Animated The face.. So when you activated The mh face in ue it rotate. I Wonder IF there is something wrong with my projekt. You are Using ue 5.03 and The latest iclone live Link?
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By chrispnpro - 2 Years Ago
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A ha there is a faceware live Link plugin for ue you dont need iclone then?
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By yepkoo - 2 Years Ago
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Yes I tried this example on UE5.03. But there was no change in 5.1, so it should work the same way. I used the latest updated version of all programs. I didn't do anything other than the settings I showed above. It started to work better only when I selected the 1.StaticCam option from the Face Tracking Model section of the faceware settings. The Faceware plugin works with iClone. I assume you have 2 options here. You choose iPhone or Faceware.
However, if I'm not mistaken, these plugins are also available in Unreal Engine versions. But I think it's sold as a subscription. Of course, apart from these, there are other add-ons for UE. So if you want, you can use your iPhone directly over UE.
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By chrispnpro - 2 Years Ago
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Yes there are plugin for iPhone direkt to ue. But havnt tried that yet i must get this to work first. So ill get further on with my brainstorm in this issue. I not skilled in blueprints i dont understand what im doing yet. Only follow yours tutorial and doing exact The same. I wo nder IF Bassline follow our diskussion?? I
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By yepkoo - 2 Years Ago
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@Bassline you can see the topic or write directly to its own topic.
https://forum.reallusion.com/484244/UE5-Reallusion--Tips-Tricks
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By chrispnpro - 2 Years Ago
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Thankyou yepkoo!
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By StyleMarshal - 2 Years Ago
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Sorry , I uninstalled IC7 , I only use IC8 and it works fine with CC3/CC4 Characters. IC8 has a lot of changes especially the "MH LiveLink Kit" is designed for IC8 and the MH update. Try to use the older LL Kit for iC7 , the new Kit also changes the MH Face Skeleton for IC8 LL. But as Yepkoo said , normally the head rotation will be linked from the body. I guess it has something to do which data are coming out of IC7 to drive the MH Face/Head rotation and it may not be compatible with the newest LL kit and MHs :
IC8 works fine :
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By chrispnpro - 2 Years Ago
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Thankyou i Will try remove The new iclone live Link in The library of epic games. There is a remove Button for 5.03 plug ins. Then i Will try to i nstall The old iclone live Link manually in c program epic games ue 5.03 engine plugin. But im unsure IF I can find The old iclone live Link. I dont knew IF it works and first i Will clone my pc IF something happens.
Best regards Chris
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By StyleMarshal - 2 Years Ago
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chrispnpro (1/17/2023) Thankyou i Will try remove The new iclone live Link in The library of epic games. There is a remove Button for 5.03 plug ins. Then i Will try to i nstall The old iclone live Link manually in c program epic games ue 5.03 engine plugin. But im unsure IF I can find The old iclone live Link. I dont knew IF it works and first i Will clone my pc IF something happens.
Best regards Chris
Try to use the "Live Link Kit" you used for UE4.27. The new Kit is changing the MH Face Skeleton , the old Kit didn't :
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By chrispnpro - 2 Years Ago
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I just send this rotation issue to feedback tracker. Reallussion. They must knew IF The new iclone live Link is compatible or not. I hav a lot of projects in 5.03 which could bee destroyed IF I install The elder iclone live Link. Im almost 100 % sure it is The new link as you said made for iclone 8. So i wait and se what Reallussion anser me.
Best regards Chris
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By chrispnpro - 2 Years Ago
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You made my day i find the elder metahuman live link kit for ue 4.26 installd the content and overwrited. Thankyu som much....
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By StyleMarshal - 2 Years Ago
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You also can use the new LiveLinkFace with CSV import for free (Iphone) works great for the new Meta Humans but you will need UE5.1 :
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By chrispnpro - 2 Years Ago
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Bassline303 (1/17/2023)
chrispnpro (1/17/2023) Thankyou i Will try remove The new iclone live Link in The library of epic games. There is a remove Button for 5.03 plug ins. Then i Will try to i nstall The old iclone live Link manually in c program epic games ue 5.03 engine plugin. But im unsure IF I can find The old iclone live Link. I dont knew IF it works and first i Will clone my pc IF something happens.
Best regards ChrisTry to use the "Live Link Kit" you used for UE4.27. The new Kit is changing the MH Face Skeleton , the old Kit didn't :  Thankyou so much you made my day :-) I took the content from meta live link kit for ue 4.26 and pasted into my 5.03 folder and overwrited existing files...and it works perfekt with the head rotation. Best regards Chris
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By chrispnpro - 2 Years Ago
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Bassline303 (1/17/2023) You also can use the new LiveLinkFace with CSV import for free (Iphone) works great for the new Meta Humans but you will need UE5.1 :
Very interesting yes i hace installed the ue 5.1 and i will follow you video to see if i ca do this,, thankyu.....;.)
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By chrispnpro - 2 Years Ago
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By chrispnpro - 2 Years Ago
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Motion capture made by ipisoft studio with 6 rgb camaeras. Head rotation in dummy and face... I wikll fix the video when i kinew how to keep her hair constant on her head..
The best of all is that i can do the face animation in real time in ue with my iphone x.
I will fix a much better video later on......
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By StyleMarshal - 2 Years Ago
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chrispnpro (1/17/2023) Motion capture made by ipisoft studio with 6 rgb camaeras. Head rotation in dummy and face... I wikll fix the video when i kinew how to keep her hair constant on her head..
The best of all is that i can do the face animation in real time in ue with my iphone x.
Great ! 👍
For the groom/hair just deactivate the LOD for the Meta Human : Forced LOD = 0
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By chrispnpro - 2 Years Ago
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Bassline303 (1/17/2023)
chrispnpro (1/17/2023) Motion capture made by ipisoft studio with 6 rgb camaeras. Head rotation in dummy and face... I wikll fix the video when i kinew how to keep her hair constant on her head..
The best of all is that i can do the face animation in real time in ue with my iphone x.
Great ! 👍
Thankyou :-)
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By StyleMarshal - 2 Years Ago
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Hair / Groom fix see post above 😀
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By chrispnpro - 2 Years Ago
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Thankyou !
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By chrispnpro - 2 Years Ago
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Hi my 2nd attempt with LOD 0 the hair is now on her haid. There is no wave file yet due to i have to get permission from the artist first... I will make another try with iphone x in realtime to make her look up and with her eyes more opem.
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By StyleMarshal - 2 Years Ago
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chrispnpro (1/18/2023) Hi my 2nd attempt with LOD 0 the hair is now on her haid. There is no wave file yet due to i have to get permission from the artist first... I will make another try with iphone x in realtime to make her look up and with her eyes more opem.
👍 Looks like you are a great "Dancer" 😁
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By chrispnpro - 2 Years Ago
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Bassline303 (1/18/2023)
chrispnpro (1/18/2023) Hi my 2nd attempt with LOD 0 the hair is now on her haid. There is no wave file yet due to i have to get permission from the artist first... I will make another try with iphone x in realtime to make her look up and with her eyes more opem.👍 Looks like you are a great "Dancer" 😁 Ive just learned The baasic samba steps thankyou anyway
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By chrispnpro - 2 Years Ago
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Ive succeded with making The face more upp and also eyes more opened and The sequecer made it grate. but starting The movie render action it dont start to record. Its still.. NO error message tried several Times. Restarted my pc but it dont start recording. I Will try a new blank level with The same mh and see what happens
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By StyleMarshal - 2 Years Ago
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Did you add a Camera to sequencer? Render Q needs a Camera Track to render out.
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By chrispnpro - 2 Years Ago
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Yes i did but something happened with that cam so i made a new fresh sequence with adding a new cam and then it worked... here we go...
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By chrispnpro - 2 Years Ago
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Hi! I Will try in ue 5.1 with The elder Metahuman kit but i have a little problem as follows: 1. I have The 5.1 projects folder on another EXTERNAL usb HD disk named with partition G:\ 2. For ue 5.03 i use a usb 3 ssd EXTERNAL with The part P:\ 3. The ue programs 4.27.2.5.03 and 5.1 are installed on C:\program\epic games\ 4. The derived data cashe folder are on respektive P:\ and G:\ projects folder.\der data cache\ 5. When I have used The P:\ disk and closd down my pc remove The usb3 P:\ and starting my pc again and attache The G:\ disk and start a proj from 5.1 folder The der data cache location have changed from G:\ ue5. 1\ to P:\ ue 5.03\der data cac 5. This happens every time i change The external drives. 6. It always start with The latest used disk. Ive checked The Global settings but even IF I change to The actual disk it change.automaticly.
Jusst started the 5.1 on part G:\
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By chrispnpro - 2 Years Ago
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Hi I find this in the doc for ue .5.1 from Epic games. I dont understand yet....but maybee later on :-)
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By chrispnpro - 2 Years Ago
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Succes with mewtahuman live in ue 5.1 with iclone 7.93...
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By yepkoo - 2 Years Ago
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@chrispnpro glad you fixed your issue. I was sure @Bassline303 would help :D As for your other problem, I recommend asking this question on the Unreal Engine forums as well I think you can get faster help on this issue.
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