I’m currently animating a metahuman blueprint in sequencer and am having trouble with exporting my clip. I followed this tutorial for importing and animating the character. The animation appears to work just fine in the viewport, however the character remains locked in a default pose in the final clip export.
I looked at the forums and found a few people with this issue but the solutions they found haven’t worked for me. I’ve tried converting the character from possessible to spawnable and vice versa to no avail, I’ve also checked in the rig to make sure Pause Anims wasn’t selected in the skeletal mesh.
Some things to note:
My character was imported to the project directly from quixel bridge and subsequently the blueprint was dragged directly into my sequencer timeline
The Cine Camera Actor moves around and follows it’s animation keyframes just fine in the both the workspace and exported clip
If you’ve experienced this issue or may know of a possible solution, any help would be greatly appreciated. Thank you
I found this morning that that issue happens when rendering from body control rig keys, but if you bake to an animation clip and use that instead then it renders correctly from sequencer. However, with facial animation, sometimes it works with keys sometimes not. I’ve not tested but presumably if you bake to animation clip like the body then it will be more reliable. Not sure if this is what others have suggested already but hope it helps someone.
I appreciate the reply, going to try to attempt baking the animation like you mentioned. When I bake, am I selecting MetaHuman_ControlRig as pictured here, or am I selecting ‘Body’ just above?
I’m having this issue, too. I fixed it by specifying custom start and end frames and by giving it a “Warm Up Frame Count.”
I think the warm-up frames is what fixed it. (I don’t know why.)
(Edit:) It didn’t work a second time, so I started adding time to the “Delay Before” fields. I’m using a copy of large sample project, and apparently there are lots of things that need to compile before the sequencer does its job.
Had the same issue today, it turns out for some reason the anim class inside the metahuman blueprint was set to “none”. Changed it to the correct animbp and it worked.
Check Section Range Start, Section Range End settings of the Animation in Sequencer, it should match with what your are trying to export/render out, if the range is different, Animation wont be rendered as expected. Also make sure you are not rendering out with Handle frame count set in Output render settings, or it will render number of frames without animation. Good luck
I too was having problems in 5.1 with getting my Metahuman to render out in a png sequence. The environment would come through fine, but not the Metahuman. I tried the suggestions here but nothing worked. After more googling I tried messing with level streaming and discovered a solution. Received a suggestion from UE5 about “Tracks level visibility.”
I have this issue it plays fine in the sequencer but does not render. I tried the various suggestions here with no luck. If I mute the “FK Control Rig” then the animation renders out but I used the FK control rig because Metahuman Control rig completely disables animations regardless. So I am a bit stuck. I also cannot bake anything out, not sure why but it is not available in this sequencer while it was on others. I am trying to figure that out too. Unfortunately I made a complicated sequence of moves, but I will find a different approach next time.
@Guillermo3dcode
YES, it works, I changed to the moviepipelinegamemode and my metahuman animate his face by rendering. OMG I´ve searched so looong. Thank you