Character blueprint with Metahuman - Floating hands. Please help

Hello. Im trying to create a character blueprint with a metahuman using a tutorial. They told me to add a skeletal mesh component and choose the Metahuman skeleton as the SKM. But it adds these extra floating hands. They said to make “mesh (charactermesh0)” as the parent of all the MH body parts. So i cant even move the floating SKM hands because it moves the entire body. Can you guys please tell me how to have the skeletal mesh in the slot but not have floating hands? Plus the animations would be based on those hands. Not the hands i want that are in the right place. Im extremely desperate at this point, so all advice is welcome. Thanks guys

Hi there,
You don’t need to add an extra mesh, as you can see you now have two meshes for the hands, just select body, go the details panel and replace the skeletal mesh. Only after replacing the existing mesh, you add more. Make sure to set rotation Z as -90.
Also keep in mind that metahuman has several meshes, and groom assets.

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Oh the tutorial said to do it this way. So I delete the extra hands, select the original body, and select the skeletal mesh in the dropdown? Okay I’ll try to do thst in a bit here and let you know how it goes. Thanks for the reply again :slight_smile:

Oh hey…do you have Discord? If so, could I add you? It’s a less clunky way if talking when I’m on my phone. But if not it’s cool.

OK so it won’t let me delete the “mesh (charactermesh0)” even if I remove its children. Do you have any other ideas? Thank you

Hi there,

Try these “timelapse” videos (TPS Template and Lyra Game). You can reduce playback speed in YT video controls.

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I’m going to give this a shot tomorrow. Was getting errors trying to migrate the ue5 mannequin into my project. I tried doing this with the TP character I was using but it doesn’t have a control rig. So I’ll let you know how it goes tomorrow. Thanks so much :slight_smile:

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Hi, please help. I commented on the video you sent. I did what you said up to 3:36 in the UE5 - Add metahuman to tps template… video. I moved my legs, torso and feet as children of “mesh (charactermesh0)” but now my shirt and pants are up in the air, he has no shoes and his torso is in a different pose than his hands that are down at the right location. I’m extremely sesoeratw at this point. PLEASE explain to me what to do. Thank you.

When you select things in the Components and they disappear are you deleting them? I dunno…

Hi there,
I replied to your message there, let me paste a screenshot.

Here’s the link of what I did. Do you know why the arms stay spread out when yours take the correct position?

Thanks again

Hi, don’t give up.

Only the main “mesh (charactermesh0)” must have values of rotation in the Z axis. All other meshes must have 0,0,0 in both location and rotation. You can manually overwrite these values on the right panel.

Thank you for sharing this video. After attaching the meshes, go to the right panel and set Location and rotation to 0,0,0 for Torso, Legs, Face and Feet. Sometimes the names will change to SkeletalMesh1, Skeletalmesh2 etc, it’s annoying but it can happen, but you have to rename them back to the original names in order to LODSynch component work properly. Also, if the meshes disappear, just save and close the blueprint. The meshes will be there.

OK they were all already at 0,0,0…the torso legs face and feet. But I’m still getting the same problem. Do I delete the body? It looks like you delete it and the root but I cant tell. That’s what I did. But can you tell me why these parts are out if place and why the arms are spread too dar apart? Thanks again

Hi there, you mean the arms are in A-Pose? It is normal because you haven’t assigned an animation blueprint at this point.

See how the arms are pointing outward on the top but normal on the bottom? And it’s really weird that those parts are all set to 0 but they’re clearly not at 0…

When tou attach the torso legs and feet to the mesh near the top they move and the arms change position. But nothing changed in ghe Transform values. How is that possible?

Ok, you can delete “root”, because it is just a placeholder. With the shirt selected, make sure it is parented to the Mesh (CharacterMesh0). Then, go to the right panel and zero all location and rotation. I

Oh how do I get out of the a pose? I think that’s the solution to one of the two problems…the hands dine line up to the arms because of this.

The A-pose will be fixed once you create an animation blueprint to the Metahuman Skeleton. This is covered in the rest of the video.

You must finalize your setup with this hierarchy. Rename the assets if necessary to match the original names from your metahuman
image

Yes I parent the mesh - it’s the parent of the torso, legs and feet. At this point in your video your parts drop down to the right height relative to the capsule, and his arms change position to fit the hands. Mind don’t do any if that. This is the problem I need to solve you know

OK trying that now

That’s how the Mesh (Character Mesh0) should be lay out

The other meshes: