Character blueprint with Metahuman - Floating hands. Please help

Bit the feet are somehow fine?
Wait the ret don’t fit in the shoes so maybe they need to be rotated too. I tried to rotate them but it rotates everything else

Fantastic.
It seems the hands are already animated, that’s the difference in the poses. So, you just need to set the “Set Master Pose” node and all other meshes will follow the hands animation.

Oh nice! How do I do that? Or where. And will it fix the weird rotation of the hands? They’re rotates on the z and don’t line up to the body as far as rotation goes, ot talking about the pose.

About here, time 3:38

OK that part moves onto the face. Your hands are already rotated right at this point. Mine are off. Also I tried moving the face as a child of the mesh and exactly like you did and the head stayed up in the air. I think I have completely different versions of everything than you. I’m so close though. Could you help me a bit more please?

I been to rotate the mesh (charactermesh0) without it rotating everything else. Can you please explain how?

Don’t worry, for sure, the metahuman are different versions, but I don’t believe they’ve changed drastically to the point this video is outdated. It’s more understanding what you have and go from there.

Can you share again what your scene looks like and the right panel as well?

OK thank you. I rotated everything except the head to what looks like the right rotation except I can’t tell cuz the arms are in thevA pose. So it looks like this now.

Could you just type to me how to set the master pose? Thanks!

You might not need it. I found an updated video from another YT channel that might help you.
[NEW] MetaHuman ThirdPerson - In UnrealEngine 5 [UPDATED VERSION] - YouTube

See if it helps.

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Wow, that video worked right away. Ya I think since they changed stuff your video is our of date. You have no idea how much of a headache you saved me. Thank you! Now onto creating weapon animations.

Hey do you know of any videos that show how you take this metahuman controllable character and use an animBP to Animate it and do I have to retarget my mannequin animations?

Thanks again!!

Glad it worked well in the end. Yes, my video is outdated, and I’ve already tagged it as well.
That channel has a lot of good videos about retargeting, it is worth checking out.

Keep up the good work.

Ok I will. I liked your video and subscribed to your channel by the way. I hope to talk to you again I’m future questions here.

By the way, feel free to add me to Discord if you feel like it. No worries if you don’t though.
BO-DACIOUS#6169

Thanks again!

Glad I could help you somehow.

I don’t have discord at this moment, but I’ll be here if you have further questions.
Keep up the good work.

Hey! Can you tell me where the movement logic is Inside a metahuman? I need to access the jump, move and look logic but I can’t see any of it in the character blueprint I just made with my metahuman. Thanks for the help again.

Hi there,

If you’re using the Third Person Template, please refer to ABP_Manny. Double-click on Locomotion and you’ll the logic for movement states. It’s better to follow a tutorial about creating an animation blueprint from scratch.

The highlighted “control rig” has the logic for animating in Level Sequencer for creating your “cinematics” or just for creating your own animations.

Oh…the control right handles the movement, look and jump? Another question if you don’t mind.
How does the character perform these movements using a gamepad when I haven’t even setup the logic/action events to make it move?

Thanks again

Just checked the third person character BP and it has all the movement logic, gur my metahuman character doesn’t. It looks like the animations go by the characters velocity but I can’t find the logic thst ads movement in look rotation or jump.

Oh the logic is in the parent character BP. I forgot I patented the character. Thank you fir your continued support.

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Need some help?

Hi. I did but I figured it out. But I still am unsure of something. Where I’m at with my FPS metahuman character is far from the default so I’m pretty unsure of which tutorial I should follow to add I guess mixamo animations to my character.

Also, if I add a walking and holding Pistol animation, can I edit that animation to turn it into a walking + Pistol aim animation? Instead of just holding the Pistol. Plus there’s side strafing and backwards walking animations and jump ones, and I need to have all those animations for each weapon. Do I need a separate animation for every single situation? Or can I duplicate them and edit them to be what I need somehow and put them all together I guess in a blendspace?

Animations are my biggest weakness so I’m just confused about where to go from here.

Hope you’re well.