Damm Epic at least post an answer in this thread. I can’t believe how ignorant you guys are.
Still requesting this.
There are a few poses, in particular, I’d LOVE to use.
Any updates… it would be really great
Bump
Please please please please pleaseeeeeeeee @MetaHuman release default animations!!! We’ve been waiting 2+ years and 10k+ people want it to happen!!! It would make such an big impact!!!
Wow, I can’t believe there’s no way to download these. What’s the point of having them on MHC then?
I could use them too
Bumping again if there are any updates…
Not possible
Well Hallelujah Folks!
It took until the release of 5.6 to make this happen but it finally did.
With the new Metahuman Creator that’s now inside the Unreal program and not online, you finally have those facial expressions and idles we’ve been waiting years for. They’re deep in the Plugins folder of Metahuman Creator. They will need to be retargeted to your own Metahuman, but that’s easy now.
Wow, lol. That’s huge huh? May be a little “too little too late” with all the new ways to capture your own face, but it sure is nice to finally have closure on this nagging little request. Ok… moving on.
Heey! I just realized that too! The animations are all there, but I am not too sure how to make them work. Even when I double click in one of them (the facial animations, for example “mhc_mh002_fmn_f_facialloop_surprise_m_s001”) they are completely idle, no movement at all. The body animations on the other hand are working, not too sure what’s wrong here…
Have you tested it out? Do they work on your end? I’ve been trying but no luck, I think it has something to do with the animation curves not working properly for some reason.
Here is the solution.
I’ll use the “idle” animation loop from MetaHumanCreator on a female MetaHuman as an example.
You’ll find all the MHC loops that are used in Metahuman Creator in the following directory { Epic Games>UE_5.6>Engine>Plugins>MetaHuman>MetaHumanCreator>Content>Optional>Animation>TemplateAnimations>Technical_Loops} and in this case “Idle”
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- Find the test loops that you want for both the body, and the face and import them into your project. I don’t think it matters where you put them, but I put them in the Common folder inside MetaHuman directory just to be safe.
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- I’m going to assume that you already know how to create a level sequence, and add actors to it. If not, there’s plenty of tutorials out there for this already. So given that you already know how…add your metahuman, and maybe a camera to the sequencer…(and maybe go as far as to add a camera rig or some camera inertia just to spice things up a bit.)
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- IMPORTANT: THESE ANIMATIONS WILL NOT WORK WITHOUT THESE NEXT 2 STEPS. Once you have your MetaHuman BP added to the sequencer timeline, |on both the body and the face rigs| right click the ControlRig, and check the mute box on the pop-up menu to turn the rig off The animation loops will not work inside the level sequence with the MetaHuman ControlRig still active. You have to mute both the rig for the body and the one for the face.
- IMPORTANT: THESE ANIMATIONS WILL NOT WORK WITHOUT THESE NEXT 2 STEPS. Once you have your MetaHuman BP added to the sequencer timeline, |on both the body and the face rigs| right click the ControlRig, and check the mute box on the pop-up menu to turn the rig off The animation loops will not work inside the level sequence with the MetaHuman ControlRig still active. You have to mute both the rig for the body and the one for the face.
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- Now on the body’s ControlRig click the plus sign and scroll up to the top to “animation” and in the browser box that pops up, click the settings gear in the upper right corner, and then down at the bottom of the pop up menu check “Allow Incompatible Skeletons”. Otherwise the animation sequences you imported will not show up in the browser. (this drove me nuts for hours)
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- Now in the search window type mhc_mh001 to narrow the list down and find the anim seq files you imported. Select the one for the body [in this case it’s mhc_mh001_fmn_b_idle.uasset] and double click to add it to your character’s body.
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- Then follow step 5 again, but for the face this time, and use the sequence with the “f” in place of the “b”
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- And you’re done. You may have to extend your timeline out quite a bit for the full loop to fit, as it’s nearly 1400 frames long on a 24fps timeline. But they will now animate your MetaHuman in the sequencer.
I’m glad I could finally contribute something to this wonderful forum. I’ve found so many useful threads here on my UE journey. Feels good to return the favor.
Hey… did you figure it out? If you reply no, I’ll spend some time re-learning and tell you, but I wanted to see if you got it working first.
it makes sense since the metahuman creator is now local in 5.6, you just need to find the files and then copy them to content of UE 5.6 project and then you can export FBX to use in older versions