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Metahuman issue with thigh correctives

Hello! I’ve been using metahumans rigged in maya with mgear for some time now and have had this pervasive issue. At least, with f_tal_unw skeleton animations, whenever the legs are in a high pose, the thigh fwd lwr bone way overcorrects, causing fat thighs in Unreal. See attached image.

Any ideas are appreciated!

I’m not familiar with it, but I’ll just ask:

So you set up the correctives, right? And then in Unreal, they translate too far?

Do you have any other translating correctives? Do they move too much too, or just this one joint? If it’s all of them, maybe it’s a world-scale issue.

In Unreal, is this baked animation, or is there still a live connection between the joints? Set up in Blueprints, Anim Blueprints, or Control Rig, etc? Or is that a feature of ueGear?

What are the driving and driven attributes? (That’s all I can think to ask for now.)

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It is a RBF setup all Epic Metahumans use> https://youtu.be/GiIRmHEhips

Crafted in the Pose Wrangler tool and exported in Unreal for the same behaviour in run time.
Your issue shouldn’t happen… :sunglasses: Have you tried rotating the bones manually before getting mGear rig on top? Same issue?

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Sorry, I should have been clearer!

These animations look fine inside maya, although we are using a lower LOD body mesh…LOD3 I think

When they import into UE we can see the fat thighs and the twist/corrective bones are translated pretty far out

The rig is just a basic mgear Zup metahuman template- no additions at all, didn’t even change the finger tip positions

This is baked animation into animation sequences w/ basic skeleton so there is no chance something programmatic is altering the anim on top

bone

In maya I can see the correctives are translating out as far as they do in Unreal
But the skinning looks fine…if I break connections on that bone and move it around, it seems functioning correctly.

I’ll try the things suggested and keep digging, thanks!

In that case, you might want to check your number of influences per joint.

Maybe it’s being pruned either in the transfer, or in the import, and more weight is moving towards that joint as a bunch of smaller values get pruned automatically.

If that’s the issue, you could try to fix it, or if your game allows, you could turn that limit off in Unreal.

If the animation matches, that’s where I’d look first. It might be something else.

Can you show a screenshot of your skinCluster settings (in the attribute editor of the skinCluster node, not in the skin tool settings.)

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It sounds like it might be due to the LOD you are using, I bet LOD3 is not even consider the extra bones for volume preservation and corrective. Is meant to be visible far from camera.

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