Hi,
I watched this tutorial about changing different shoes: Tutorial | How to add custom clothing onto Metahumans in Unreal Engine using Blender| Import NIKES - YouTube
It worked fine. But, now, I have to use a female high heel. This kind of shoe needs different feet pose.
Anyone here has a workflow to fit Unreal 5 skeleton in this new shoe? I´m still looking for it, but no success…
Here´s the high heel I have to use:
Well a few ideas.
Assuming a single character use you could chop the feet off and not have to worry about poke through.
You could make an opacity map so the feet are are still there but not rendered.
You could make a key pose of the character wearing the shoes and then add it to the end of the animBP as either an additive corrective pose or layered Blend Per Bone.
I would suggest brush up on animation layering as it’s really a key feature as far as the need for more complex animations goes. For that matter if I was teaching this stuff layering would the the “FIRST” thing I would be teaching
All your animations would need changing.
The gluteus maximus assumes a different shape when on heels, so its not as simple as… hey tilt the foot bone X degrees.
Likewise all movement is radically different, but thats besides the point I suppose.
If the problem is just the mesh clipping / you don’t care about the rest - On a metahuman with however much poly you have, add vertex paint to alpha out the protuding part and call it a day…
Btw - kinetic motion caputre suits usually don’t support heels. You can record an acress in heels, which helps a lot since the other bone positions are more appropriate, but you need to tilt the foot by X degree, and adjust the pelvis position slightly (Or record actual data without filtering it, which sometimes transfers the correct positions).
Well not really depending on what animations were used in the first place. Have to assume female was used to begin with so the correct answer to the question is to use a corrective pose as that is what they were invented for in the first place.
I’ve not used correctives for feet but I’ve used them to correct for different hand positions and contact points of weapons and the additive o the animations work fine.
Anything standing is almost radically different between heel/no heel.
A correction can only do global changes, so it’s not exactly ideal.
Overall it depends on the final quality you need - and you can mask a lot of it with a loose skirt, a cape, etc.
You can get any animation to where it is believeble even if the base animation was not.
Question becomes how much work you are willing to put into faking it VS how much it would cost to change animations / get proper mocap.
Directly modifying animations outside the engine is always preferrable to additive or any in engine manipulation when possible.
Less computational overhead.
Hi there,
I tested a procedural adjustment inside the animation blueprint using the old “Skeletal controls”, yet also doable with control rig. This solution doesn’t affect foot placement (“foot IK”). If you don’t mind watching a timelapse video, here a few steps:
Guys, thank you so much for your replies! I´ll try some of them.
@L.F.A , thank you for the video, but it could be slower, hehehe. I´m not so advanced user, so some parts of the video are a bit hard to understand. But it´s good to know there´s a video about it. Do you think it could be applied to Metahuman?
Well, I got a solution: I followed the tutorial, but I used Boots (one of the default shoes on the Metahuman Creator) instead of the shoes he used in the video. So, the weight transfer can be more accurate. It worked for me because the only deformation I need is in the ankle area.
Hi,
You can adjust the playback speed using the YT video settings. I hope this video will help you. This is a procedural solution, so it works with any character.
After setting the skeletal controls, use the alpha to tweak the overall angle. In case you have multiple shoe types, you can save one alpha value per shoe using a data table or map variable.
@L.F.A Thank you!
You just need to cut the lower part of the legs in Skeletal Mesh of body with plugin “Skeletal mesh tools” and everything works well !
Addition: This is not quite the correct approach. Otherwise there will be a seam between the body and the face due to the fact that the texture and mesh do not match each other. The correct way is to set high boots on the Metanuman character. And then we get a character with already cut off legs, on which we can easily put on high-heeled shoes.
Optimal LOD settings are from 0 to 3, with such LOD the head and body fit perfectly together and the clothes do not collapse!