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ue5-mixamo:metahuman-sequencer [2023/07/15 15:10] Staff created |
ue5-mixamo:metahuman-sequencer [2023/07/15 16:27] (current) Staff |
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====== Using MetaHuman Characters in the Sequencer ====== | ====== Using MetaHuman Characters in the Sequencer ====== | ||
+ | This is a quick guide for getting started with using MetaHuman characters in the sequencer. | ||
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+ | First you will need to have imported a MetaHuman character and used the plugin to retarget some Mixamo animations for it. For more information on this process check out our [[https:// | ||
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+ | ==== Step-by-step ==== | ||
+ | 1. First you will need to add a level sequence to the level by clicking on the Level Sequence menu at the top of the viewport and selecting the //Add Level Sequence// option. This will prompt you to create a new level sequence asset in your project. | ||
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+ | 2. Now add your MetaHuman character blueprint to the level. This is found in the // | ||
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+ | Depending on your use case you might also want to force the highest quality LoD by selecting the //LODSync// component on the MetaHuman blueprint and changing the //Forced LOD// setting to 0. | ||
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+ | 3. Add the MetaHuman character to the level sequence by clicking on the //+Track// button at the top of the sequencer window and selecting the //Actor To Sequencer// option then the MetaHuman blueprint. | ||
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+ | 4. You should now have a track for the MetaHuman blueprint in the sequencer, but the character in the level will now have a bunch of extra control gizmos around it. This is because by default the MetaHuman is added to the sequencer with a control rig track for the body and face. The control rig on the body will override any animation tracks we add so it will need to be removed or disabled. | ||
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+ | 5. Now you can add your retargeted animations to the sequencer by clicking on the plus icon for the body track then selecting // | ||
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+ | You should now have a working sequencer animation track for your MetaHuman character. | ||
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