I’m using a standard model for all my characters , and just replacing with metahuman heads on each.
i’ve attached the metahuman head to the head socket of the parent character , but the neck keeps showing as its not anchored. is there a way of anchoring the neck to the spine and the head to the head ? Or just reduce the metahuman neck size.
any pointers greatly appreciated.
thanks !
Hey! What happens if you export it form ue4 and then export it from maya back again? Also what happens if you export it from quixel to maya and export it to ue4 form quixel as well and when you import the maya one into ue4 you select the original skeleton to apply the maya one to? I see that you need this answer as you posted before but we need more information what the issue can be. Maybe you should post the export settings you use in maya and the import settings you use in ue4.
Thank you for the video.
What if you know the answer about MetaHumans.
I easily export MetaHumans to Autodesk Maya through Quixel Bridge, but then from Maya the character MetaHumans goes into UE4 broken and with errors.
Does it make sense to study MetaHumans in conjunction with Autodesk Maya and UE4?!
THANK YOU FOR ANY HINT.
Thank you.
I did manage to deform the neck in a way so the shoulders don’t show , but it’s a complete hack. I’m using blender so I can’t import and export. Sorry to hear it’s a pain to export via maya as well.
Thank you for your response. I beat my head against the wall and that I just didn’t try, but MetaHumans can’t unload from Autodesk Maya to UE4. MetaHumans turns out to be broken.
When in Autodesk Maya the character MetaHumans correct, the head MetaHumans correct, the hierarchy is correct. But once we take the MetaHumans file from Autodesk Maya and try to insert it into the UE4, it doesn’t work.
Did you find concrete steps, a phased solution? Thank you brother.