Metahuman Auto Face Rigging Error

Hey everyone! So I’ve been messing with Metahuman and the “Conform” feature. I’ve created characters where I wrapped the Metahuman mesh to a stylized sculpt, separated the head and body, transferred vertex order, and brought in. I’ve been successful, but one head mesh is giving me trouble. And funny enough I even created a YouTube video going through my process using the 5.6 Preview build and the mesh that’s giving me trouble worked fine then, but now gives me trouble. The body is fine but the Auto Rigging of the face errors out. Below are images of the character and the error I get when I go to build the rig. If I swap out the head with a different mesh, I can build the rig.

I’ve tried re-wrapping the mesh, re-transferring vertex order, and the mesh operates fine as a blendshape in Maya.

If anyone has any ideas what this could be please let me know!


Hi there, I’ve had the same problem but its solved now, it might be pure luck but worth trying. So the error is caused by some deep coding ■■■■ and network agreement stuff so that your PC is failing to connect to the metahuman server. Try google metahuman platform online, and login in with the epic account u r using from there, after that come back to unreal, thats how mine is working now.

Hmmm didn’t seem to work for me. My log in doesn’t seem to be the issue, because it works with other meshes. It’s just this character for some reason

Hey,

If you could share the mesh with us that would be great, so that we can see what’s going on.

Cheers
James

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Hey @JamesPullan ! Sure thing, here are Google Drive links to the FBX’s! Thanks so much for checking it out!

Head Geo
Body Geo

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Thanks for those!

We can replicate the behaviour you are seeing and will take a look

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@JamesPullan Amazing! Thank you so much, really appreciate it!

Hey @ScrubMcDuck10,

The team have taken a look into this and there are some zero area polygons that are causing the problem. To proceed with the auotrigging these areas need to be fixed.

These can be found in Maya, for example, by using the “Cleanup Options” > “Faces with zero geometry area” checkbox. There are also various other ways to check mesh degeneration which you may prefer!

Hope that helps,

James

@JamesPullan Okay I tried running the tool with “cleanup matching polygons” and that broke the Metahuman Topology. So what I did was select the option “Select matching polygons” so I can see the face that was giving trouble. I then manually went in with a tool to “relax” the area. And that solved it!

Awesome - glad you got it working!

We are going to be adding some more resilience in this area for future releases. Thanks for sharing your meshes so we could investigate.

Cheers
James