Full transcript
Intro
0:00Anyone can now make metahumans that look
0:02this real and animate them with Unreal
0:05Engine with full customization like
0:08never before. Different faces, different
0:10hairstyles, thin, fat, tall, short,
0:14muscular, feminine, and whatever this
0:17is. Making a metahuman takes less than
0:1910 minutes, and it's easy and free.
0:22>> But I don't know how to animate their
0:24face. It must be hard and expensive. In
0:27this video, we are going to give you the
0:29ultimate guide of creating metahumans
0:32and animating their face. We'll teach
0:34you how to build your metahumans from
0:36scratch [music] and walk you through all
0:38the customization. Then we are going to
0:40teach you all three different methods
0:42you can use to animate their face. It is
0:45so easy that you can do it [music] with
0:47anything that records video or audio.
0:50You can use a webcam to animate the
0:52face. You can use a phone to animate the
0:55face. iPhone or Android, doesn't matter.
0:57>> You can use a DSLR camera. You can even
1:00just use your voice alone to animate the
1:03face.
1:03>> Yeah, that's now possible.
1:05>> And by the way, if you have a phone that
1:07has a depth camera, then we're also
1:09going to teach you how to create your
1:11own custom Metahuman that looks just
1:13like you. Actually, Farad, since we have
1:16our Metahumans, why don't we just use
1:17them to teach the video? Why are we
1:20wasting our time here? Okay.
1:21>> Ow.
1:25Never start with the head. The victim
1:27gets all fuzzy.
1:29>> Yeah,
1:30>> but I need you to talk.
1:32>> Talk about what? There is a new guy in
1:36town.
1:38Getting access into banks with
1:40metahumans that look so photorealistic
1:43that even our security system can't tell
1:46them apart from real people.
1:48animated with perfect lip sync and
1:51facial movement.
1:52>> What makes you think I want to help you?
1:55>> Because he's using your name and he has
1:57already stolen $50 million.
2:02That's more than you stole from us.
2:05Clearly, he is better than you.
2:10No way. He's just a phony. Can't do what
2:14I can do.
2:16Do you have [music] any surveillance
2:18footage?
2:19>> We want to know exactly how he's making
2:22[music] these metahumans
2:24and how he's animating them so
2:26realistically.
2:28I'll help you under one condition.
2:33And what's [clears throat] that?
2:35You're going to walk to Dairy King. Get
2:39me a large extra swirl vanilla chocolate
2:44ice cream.
2:46Dipped in dark chocolate, so thick it
2:51cracks when I bite it. Rolled in exactly
2:55three layers of toasted coconut flakes.
3:01Not two,
3:03not four,
3:05three. Deal. Now show me how you do it.
Create your Metahuman
3:10>> Okay, so first you need a metahuman.
3:14When you download your Unreal Engine
3:15version, you'll have to enable in the
3:17options the Metahuman creator core data.
3:20Then inside the engine under edit
3:22plugins, you must ensure to have all
3:25metahuman related options enabled as
3:27well. Once Unreal Engine is restarted,
3:30now we can get into business. First,
3:33let's get into our content browser with
3:35control space. Let's create a new folder
3:38for our Metahuman. Right click in an
3:40empty space. Hover over the metahuman
3:42category and from there click on
3:44metahuman character. Now let's get
3:47inside. This is where we can fully
3:49design and customize our character.
3:52There are some crazy new upgrades and
3:54features that were never available
3:57before 5.6. On the left side of this
3:59window, you'll see several categories
4:02like presets, body, head, materials,
4:07hair and clothing, assembly. We're going
4:09to go through them one by one from top
4:11to bottom to fully customize the
4:14metahuman. Let's start with the presets
4:17here. You can select a pre-made
4:18metahuman and be done with it or you can
4:21select one and customize on top of it. I
4:25won't be using the presets here, but
4:27we're going to make our own custom
4:28metahuman from scratch. So, let's move
4:31to the body. On the left panel, click on
4:33body. You'll now see your metahuman
4:35standing in the middle of the screen.
4:37And on the side, you'll see multiple
4:39options like blend, conform, and model.
4:43We can use the blend mode to select
4:45multiple bodies of pre-made characters
4:48and start defining the overall shape and
4:50proportions of our character by blending
4:53in between them. Using the conform
4:55option, we can import a pre-made body of
4:58our own made in other 3D softwares and
5:01transform the body to it. There are two
5:04options here. Metahuman DNA or use a
5:07template. If you've made a custom body
5:10shape in other 3D software that is not a
5:12metahuman and you want to bring it in,
5:14you can use the template option. If
5:17you've made custom metahuman bodies in
5:19previous projects and want to transfer
5:21it, you will use the DNA option. Next is
5:25model. In this window, let's select the
5:28parametric option. Here you can adjust
5:30pretty much every part of the body
5:33separate from each other with full
5:35flexibility using simple sliders. This
5:38allows you to create any body type you
5:41desire. This level of customization
5:44never existed before the 5.6 update. To
5:48give you an idea of how powerful this
5:50new update is, if we click on the fix
5:53tab, these are the older body types that
5:56were the only options available to use
5:58for customization.
6:00Once you're satisfied with a body, we'll
6:02move on to the head. On the left panel,
6:05click on head. There are a lot of
6:07familiar options here, similar to what
6:09we had for the body. In the blend
6:11option, you can mix and match the
6:13presets to get the face that you want
6:16exactly like the body. In the conform
6:19option, you have the option to import a
6:21DNA file from a previous metahuman
6:23you've made. The other option is to use
6:26a metahuman identity. A metahuman
6:28identity is a file that contains the
6:30data of a custom 3D face we've made,
6:34either using another 3D software or
6:37using a 3D scan of a face. Regardless,
6:40these 3D faces have to be processed by
6:42Metahuman Identity before being used
6:45here, which means they have to be a
6:47human in shape and not a creature or a
6:50monster. The process is simple, and I'll
6:53show you how to use it. The template
6:55option is where you can be super
6:57creative and flexible with the design.
6:59If you've made a custom head shape in
7:01other 3D software that is a nonhuman
7:03character, imagine a shark face, you can
7:06use the template option to import the
7:08mesh and transform your metahuman. This
7:11is a slightly more complex option as it
7:14requires you to wrap the metahuman mesh
7:16for it to work properly.
7:19In the transform tab, you can literally
7:21move, scale, and rotate different parts
7:24of the face for finer controls. You can
7:27disable symmetry if you want to adjust
7:30only one side of the face without
7:32mirroring the changes to the other side.
7:35And if you need to, you can also
7:38increase the head scale from this panel.
7:40If you select the sculpt option, you'll
7:42see a ton more control points directly
7:45on the face. You can click on these
7:47points around the eyes, nose, mouth,
7:50jaw, and so on, and drag them gently to
7:54further sculpt the shape of the face.
7:57And the last one is teeth and eyelashes.
8:00Here you can fine-tune the shape and
8:03look up the teeth. As for eyelashes,
8:06we're going to ignore them now since we
8:07can change them later in the hair tab.
8:09Under teeth, you can use jaw open slider
8:13to open the mouth before you make
8:15adjustments. You can use variation to
8:18add an overall variation to the look of
8:20every tooth. And finally, hovering over
8:24and leftclick dragging on each of these
8:26arrows will allow us to change a
8:28specific parameter of the teeth. When
8:31you're happy with the face structure, we
8:34move on to the materials.
8:36This section controls the surface and
8:39appearance of your Metahuman, the color
8:42and texture of the skin, eyes, teeth,
8:45and so on. Let's start with the skin.
8:48You can adjust the skin tone here. You
8:50also have the options like skin
8:52roughness or small details such as
8:54freckles.
8:56One thing that will make the biggest
8:57difference is the face texture index.
9:00This is where you can select between 152
9:04different facial wrinkles, pores,
9:07redness, and details. Previously, you
9:11only had a few tiny options. You can
9:14also do the same for the body using the
9:16body texture index. If you scroll down,
9:18you also have the option to add custom
9:20textures on the Metahuman if you've
9:22created your textures in other 3D
9:24software or want to import them from a
9:26real face scan. Next, let's go to the
9:30eyes. Here you can start with a preset
9:32and then customize on top. Under iris,
9:35you can adjust things like the iris
9:37texture, color, rotation, pupil size,
9:40and more. You also have the options such
9:42as pupil dilation, cornea size, and
9:45scara rotation. Then, let's move to the
9:48teeth and eyelashes. For teeth, choose a
9:51natural looking shade. You want them
9:54clean, but not glowing unnaturally
9:56white. So, you're probably better off
9:58with a yellowish plaque color and a tiny
10:01plaque amount for eyelashes. We'll
10:03adjust it later with all the hair.
10:05Finally, we also have an option if you
10:08want to add makeup for your character.
10:10Now, let's give our Metahuman some style
10:12with hair and clothing. On the left
10:15side, click on hair and clothing. Here,
10:18you can choose all the groom and
10:19wardrobe elements: hair, eyebrows,
10:22mustache, beard, eyelashes, and the
10:24actual outfit. First, let's pick the
10:26hair. Browse through the hair presets
10:29and select a style that matches your
10:31character. Once you click on the style,
10:33it will appear directly on the
10:35character. You can double click the same
10:36style to remove it. After that, check
10:39the eyebrows, eyelashes, mustache, and
10:42beard. They all work in the exact same
10:45way as the hair.
10:48Now, let's go to the outfit/clog
10:52and pick the only outfit we have
10:53available. Here, we can either import
10:56our own clothing asset we've made or
10:58drag in the purchased assets we can get
11:01from the Fab Marketplace, and there's a
11:04ton of them. The awesome thing about the
11:06new parametric body shapes and wardrobes
11:08is that new clothing assets can
11:11automatically fit onto any body type.
11:14Now, let's click on the detail panel.
11:17This is where you can start adjusting
11:18the materials and colors for all the
11:21hair and clothing. We can adjust details
11:23like roughness, melanin, highlights, and
11:26more to achieve the kind of look that we
11:28want. Once you're happy with everything,
11:31it's time to assemble the character and
11:33set its quality. Now, we're going to go
11:36to assembly and prepare the metahuman
11:38for use. This step is necessary because
11:41the metahuman you're viewing is only for
11:43display purposes and not tuned to your
11:46specific use case. On the left, click on
11:49assembly. This is where you choose the
11:52quality level of the Metahuman between
11:55complete, high, medium, low, or UEFN for
12:00Fortnite or DCC to export to other 3D
12:04softwares. We can also give the
12:06character a name. For quality, we're
12:08going to select UE cinematic. UEIE
12:11Cinematic will give you the highest
12:12quality Metahuman with very detailed
12:15textures and features, which is ideal if
12:18you're working on cinematics or close-up
12:20shots. Just remember, higher quality
12:23also means heavier performance cost and
12:26larger file sizes. If you're working on
12:29a big game with many characters, you
12:31might later choose lower quality
12:33options. As for the name, type in a
12:35clear name so you can recognize it
12:37later. for example, suspect metahuman.
12:40Once everything is set and ready, on the
12:42top left, we'll create the full rig by
12:45clicking the button. This will literally
12:47create the bone structure, an armature
12:49for the metahuman, so we can animate it.
12:51Once a full rig creation is done, we're
12:53going to download the texture source.
12:56You'll be asked to choose the texture
12:57quality. The rule here is simple. Higher
13:00quality equals more detailed skin, but
13:03also more VRAMm usage, more disk space
13:07usage, and more loading times. Pick the
13:10quality that makes sense for you. Once
13:12everything is done, your assembly button
13:14might be gray or maybe missing. Just
13:17click on another tab and then come back
13:19into assembly and it should be ready to
13:21use. Click on the green assemble button
13:24to finalize your metahuman. This step
13:27packages everything together and sends
13:29the fully built Metahuman into your
13:31project as a usable character inside
13:34your content browser. Once the assembly
13:36finishes, you can save everything and
13:38close the Metahuman window. Go back to
13:41the content browser at the bottom of the
13:43screen. Navigate to your Metahumans
13:45folder or the folder where Unreal stores
13:47metahumans in your project. You should
13:49now see the metahuman you just created
13:51with the name you gave it earlier. From
13:54here, you can drag it into your level
13:56and begin animating.
13:58>> Okay, so that's how he makes his
14:01metahumans. But how [snorts] does he
14:03animate them?
14:05>> So, there are two possible ways he could
14:07have pulled this off. First one, he
14:11probably used any consumer grade camera,
14:14literally anything, lying around in his
14:16house, like um a webcam or a DSLR to
14:20record its face and drive the metahuman.
14:22Wait, I thought you could only use
14:25iPhones.
14:26>> New update, dummy. You can use any
14:29camera. Look here. Now that we have our
1. Facial Animation with Webcam
14:33Metahuman, let's try animating it with a
14:35random camera like this webcam. First,
14:38we'll record a video with the camera and
14:40then bring it into Unreal to process it
14:42and drive the Metahuman animation.
14:44Impressive, isn't it? So, to do that,
14:48first we need some plugins. Go to the
14:50top left of Unreal Engine and click on
14:52edit and select the last option,
14:54plugins. In the search bar, type live
14:57link. Make sure you enable live link,
15:00live link control rig, and live link
15:02hub. Once you've done that, Unreal may
15:05ask you to restart the software. Go
15:07ahead and restart. Now that you're back,
15:10go to the top left again and click on
15:12tools. Under the virtual production
15:14category, click on live link hub. This
15:17will open a new application for LiveLink
15:19Hub. Give it a second to load. Inside
15:23Live LinkHub, on the top left, click on
15:26live data dropdown and switch it to
15:28capture manager. Once you're in capture
15:31manager, you need to add a device. Click
15:33on add device and choose mono video
15:36ingest. This is where we'll input our
15:39videos. After you've added mono video
15:41ingest, click on it. In the device
15:43details below, look for take directory
15:46and click the three dots beside it. This
15:49directory is the folder where you have
15:51saved the video recordings of you
15:52talking. Select the correct folder that
15:55contains a video you want to use and
15:57click select folder. You can ingest many
16:00videos at the same time. Once that is
16:03done, you should be able to see your
16:05videos listed under take browser in the
16:07middle section. Now select the video
16:11that you want Unreal Engine to import.
16:13Once you click on your video, go to the
16:15top right and click add to Q. After
16:19adding it, you should see the name of
16:20your video in the Q list. Before we
16:23start importing, click on the video in
16:24the list and scroll down. If the
16:26orientation of your video is wrong, go
16:29to the output section, find image
16:31rotation, and fix it by rotating the
16:33video. Once that's done, go back up and
16:36select all your videos in the queue and
16:38click start to import everything into
16:40Unreal. Once the process is complete, in
16:42your content browser, you now have a new
16:44folder called capture manager. Click on
16:47the capture manager folder. Inside it,
16:49go into import, mono video ingest, and
16:52look for your video name. Unreal has
16:54processed your video in three different
16:56assets. Your audio and image media
16:59source and the capture data. These are
17:01the files that we'll be using to drive
17:03the metahuman animation. Now, how do we
17:06process the video and track the face to
17:08create facial animation data for the
17:10metahuman? Every time we want to do
17:12that, we'll need something called a
17:14metahuman performance. In the quantum
17:16browser, right click, hover over the
17:18metahuman category, click on the
17:20metahuman performance,
17:22and once the metahuman performance asset
17:24is created, double click to open it.
17:27Here is where we can see the real-time
17:30processing that happens when we feed
17:31videos to turn into metahuman facial
17:34animation. In the middle is our viewport
17:36where we can bring a face to visualize
17:38things. On the right are all of our
17:41settings where we can input footages and
17:43on the bottom is our timeline that will
17:45show us the full animation. On the right
17:47side, switch the footage mode from depth
17:50footage to moninocular footage. In the
17:52footage capture data field, select the
17:54capture data asset from the video we
17:56just processed.
17:58Now on the left side under image view,
18:00you should be able to see your video
18:02you've recorded and you can scroll
18:03through it with the timeline below. You
18:06can also drag the green and red sliders
18:08to set a start and end time for when you
18:11want the animation to be processed. Now
18:14in the details panel, look for
18:16visualization mesh. search for and
18:18select SKM
18:21face, which is going to load in the
18:23default Metahuman face mesh so we can
18:25see what our animation looks like when
18:27it's being processed. You can also load
18:29any other Metahuman face mesh you may
18:30have. When you do this, you'll get a
18:32popup asking use audio clock source.
18:36Click yes so it syncs the animation with
18:38the audio properly. Before we start the
18:41process, instead of putting the head
18:43movement mode on the transform track, we
18:45switch it to control rig. This is a
18:48better choice most of the time because
18:50we want the neck and head movement to
18:51come from the body motion capture rather
18:54than the facial motion capture. Now
18:56we're ready. So on the top left of the
18:58Medigum performance window, click
19:00process to begin the tracking. And
19:03voila, it is done and it's fast.
19:07Now, click the play button to preview
19:09the metahuman face getting animated
19:10based on the video. Isn't it insane?
19:13This was only possible with phones
19:15before, but now anyone can use any
19:19camera to make facial animations this
19:21fast. Now that you have your Metahuman
19:24face animation ready, let's export it.
19:26Go to the top of the Metahuman
19:28performance window and click on export
19:30animation. Choose a new folder for it.
19:33We'll create a folder called animations.
19:35Inside that, we'll name our performance
19:37video animation. Naming it clearly makes
19:40it easier to recognize it later. Click
19:42save. In this tab, disable head
19:45movement. If your body animation is
19:47going to drive the head, then click
19:49create. There you go. Done. Your
19:52animation is now exported. And we can
19:53view it by double clicking the animation
19:55sequence where we saved it. Okay, but
19:58how do we actually use this on our
20:00metahuman? Let's go into the level
20:02sequence, which is technically our
20:04timeline where we can animate objects in
20:05Unreal. Top left corner, find a clapper
20:08icon and click on it and choose add
20:10level sequence. Name it whatever you
20:12want. Now, if you drag the bottom bar
20:14up, you can see your sequencer. Drag and
20:17drop your management character from the
20:18outlier into the left side of the
20:20timeline. You'll now see multiple tracks
20:22such as body, medium, and control rig,
20:24face, control board, control rig. Remove
20:28the existing control rigs by clicking
20:29them and hitting backspace on your
20:31keyboard. If you keep them, your new
20:33animations would not work. Now, click on
20:35the plus icon on the face track so we
20:37can add our animations. Hover over
20:39animation. Now, you'll see a list of
20:42animations you can choose from. Look for
20:44the animation that we've just created.
20:46For us, we named it video animation.
20:49We're going to select it under the face
20:50track. You should now see the full bar
20:53that represents the facial animation. If
20:55it is longer than our current playhead,
20:57we're going to go ahead and drag the end
20:59slider to match our animation. Press the
21:01play button and see your animation come
21:04to life.
21:07So, now let's cover method two, which is
2. Facial Animation with Phone
21:10using a phone to animate the metahuman.
21:12Here's the cool bit. If you have a phone
21:14with a depth camera, not only do we
21:16achieve a much higher fidelity of facial
21:18animation, we can also use the depth
21:20footage to map out the face of the
21:22person in the video to then create a
21:25metahuman digital double of them, a
21:28custom metahuman. So, let's get started.
21:31Download the iPhone or Android Live Link
21:34application using the app store and open
21:36it. Once you open it, go on the left
21:38side and tap on settings. There you will
21:40see certain options. Under mode, make
21:43sure it is set to the Metahuman
21:45Animator. Select video. And here you can
21:48see if your phone is capable of
21:49recording depth footage or not. If it
21:52is, enable capture depth. Regardless the
21:56depth, you always want to select the
21:58highest target frame rate for the best
21:59animation quality. For us, that is 60.
22:03Now, let's go out and make sure head
22:05stabilization is enabled. Scroll down
22:07and find video quality and set it to
22:09high. Now that everything is set up, we
22:12need to connect the phone to Unreal
22:14Engine. Go back to the top of the
22:16settings and look for your Wi-Fi
22:18address, which is showing your IP
22:20address. We need this to connect the
22:22phone to the computer. First, ensure
22:25that your phone and computer are on the
22:27same Wi-Fi for this to work properly.
22:30Now, before we begin, we first required
22:33to install a new plugin from the Fab
22:35Marketplace.
22:37Let's first save and close our Unreal
22:39Engine and go to Epic Games Launcher and
22:42click on the Fab section and search for
22:44Metahuman Animator Depth Processing. Add
22:47it to the library. Now, once added, go
22:50to the Unreal Engine tab. Scroll down to
22:53the Fab library and refresh it.
22:57Search Metahuman Animator Depth
22:59Processing and install it to your
23:01current engine version. Now open Unreal
23:04Engine again and go to the top left edit
23:07plugin and search for metahuman
23:09animation depth processing. Enable it
23:12and restart your Unreal Engine. This is
23:15going to allow us to do depth processing
23:17for our character. Inside Unreal Engine,
23:20let's open the live link hub once again.
23:23on the top left. Go to tools. Hover over
23:26the virtual production category. Click
23:28on the live link hub. Go to the top
23:31left. Switch to capture manager. In the
23:34capture manager, click on add device.
23:36This time we're going to add the live
23:39link face device to connect to the live
23:41link app on our phone. Once you add the
23:44live link face and click it, on the
23:46bottom you will see the IP address
23:48field. Here you'll need to input the
23:50same Wi-Fi address we found earlier on
23:53our LiveLink app. Once that is done,
23:56click on connect. If the setup is
23:58correct and you're on the same Wi-Fi
24:00network, you should be able to see the
24:02option for us to disconnect at the
24:04bottom.
24:06Now that it's connected, I can hold my
24:08phone and start to record my video by
24:11clicking on the red button in the app.
24:13When I'm done, I can click on the same
24:15red button to stop recording. And if the
24:17connection is right, within a few
24:19seconds to a minute, you should see the
24:21videos pop up in the middle of LiveLink
24:24Hub under take browser. Never close the
24:26app on your phone until we're done
24:28transferring the files. It's always a
24:30good practice to have a neutral pose of
24:32the face without expressions before we
24:34start recording our performance. It
24:37becomes handy later on, trust me. Also,
24:40ensure that your phone is stable and
24:42static. Once you're done recording your
24:45take, just like our previous method,
24:47click on the take that you want to use
24:48and on the top, click on add to queue.
24:52Once you add it to the queue, it will
24:54appear on the right side in the job
24:55list. When it's there in the job list,
24:58you can click start process. It will
25:00take a few seconds to some minutes
25:01depending on the length of the
25:02recording. When it's done, we will once
25:05again have our footage inside our
25:07capture manager folder in the content
25:08browser under the live link section. Now
25:11that we have our footage, it is time to
25:13process it using our Metahuman
25:14performance we've created earlier. You
25:17can either add a new Metahuman
25:19performance asset or go back to the old
25:21one and change things. For now, we're
25:23going to add a new one. Right click in
25:25the content browser and create a new
25:27Metahuman performance. Now that the
25:29Metahuman performance asset is created,
25:31double click it and open it. on the
25:32right side. If you've recorded without
25:34depth footage, then you're going to
25:36choose moninocular footage once again
25:38for your input and literally follow the
25:41exact same steps as the previous method
25:43of using any camera to obtain your
25:45facial animation. But if you have
25:48recorded with depth footage, then set
25:50the footage type to depth footage. For
25:53the footage capture data, assign the
25:55footage we just processed from the live
25:56link hub. Now with depth footage, we now
25:59have a mandatory new item called
26:02metahuman identity. We need to select
26:04one. If not, we cannot process the
26:07animation. Now, why do we need to add a
26:10metahuman identity? And what is the
26:12benefit of it?
26:14Because we're using depth footage,
26:16Unreal wants to reconstruct your face in
26:193D to create a digital double of you so
26:22that it can create the highest fidelity
26:24of animation.
26:26So let's create the metahuman identity.
26:28Click on metahuman identity and under
26:31create new asset, choose metahuman
26:33identity. Select the folder where you
26:35want to save it. Once it is done, double
26:38click the metahuman identity asset to
26:40open it. Inside the metahuman identity
26:42window, go to the top left and click on
26:44create components from footage. And once
26:48you're done, select your live link
26:50footage that you recorded with your
26:51phone. Once the footage is selected on
26:54the left side, click on neutral pose
26:56because here we have to select one frame
26:59of the video in which our face is in
27:01neutral pose. Once you find that frame,
27:04while still having neutral pose
27:06selected, look for promote frame on the
27:08top and click it. A pop-up will appear
27:11to confirm your selection. Just press
27:13okay. What this will do is create
27:15neutral trackers on your face. If the
27:17trackers are incorrect, you can adjust
27:19them by clicking and dragging them. If
27:21the trackers did not appear at all for
27:23you, you can click on track markers at
27:25the top. Now that the markers are
27:27tracked, click on metahuman identity
27:29solve. It will take a minute to process.
27:32Since this is a depth footage, it will
27:34try to capture your facial data in 3D
27:36space so that it can reconstruct your
27:38exact face in 3D for the highest quality
27:40motion capture. Once the solve is done,
27:42if you click on mix mode on the top, the
27:44central window, you can witness the
27:47magic of Unreal Engine and its
27:48technology. Drag the slider in the
27:51center of the screen to compare how the
27:533D mesh looks versus the face of the
27:55person in the recording. Once you're
27:58happy with it, click on auto rig
28:00Metahuman identity on the top so Unreal
28:02Engine can add the bones and armature to
28:04the face. This will take a moment to
28:06load. If your Metahuman looked deformed
28:09and incorrect, there's a chance that
28:11doing the auto rig can also solve that
28:13problem for you. It did in our case. And
28:17now finally in order to use this
28:19identity we've created for our metahuman
28:21performance asset we'll need to click on
28:23prepare for performance. Give it some
28:25time. Okay. So we are done and now we
28:28have a metahuman identity. What's the
28:30added benefit of this you may ask? Once
28:33we create the Metahuman identity digital
28:36double view, if you remember, we can go
28:39to our Metahuman creator and use the
28:41conform tab and import an identity to
28:44then create a fully custom metahuman
28:47that looks just like you. That is insane
28:51to use a single video of you to create
28:54your custom metahuman. Previously, you'd
28:57have to do a full 3D scan of your face
28:59using professional equipment and
29:01specialized software, which would cost a
29:03lot more money or a lot more time. Now,
29:06let's go back to the animation.
29:08With a new Metahuman identity, we can go
29:11back to our Metahuman performance window
29:13and add it there. Make sure to set the
29:15head movement to control rig like before
29:17and add a visualization mesh. Here you
29:20can choose SKM face for a default
29:21metahuman face or search for the same
29:23name of your identity to have your own
29:25face mesh. Once it's done on the top
29:28left, click process. This will take a
29:31few minutes to process depending on how
29:32long the animation is, but this is going
29:34to be the highest fidelity animation you
29:37can get.
29:39Okay, great. Our animation is done
29:41processing. View it and enjoy it. Just
29:44like before, go to the top and click on
29:46export. Select a folder where you want
29:49to export your animation. Once you're
29:51done, name the animation asset and click
29:53save. Done.
29:56Now that it's done, we can go back to
29:58our sequencer where we have our
29:59metahuman. This time it is the phone
30:02animation we're looking for. Let's
30:04replace our method one animation by
30:06right-clicking on the track and hovering
30:07over properties and finding our new
30:09animation and changing it to the method
30:122 animation name. Now you can see we
30:15have our phone animation driving the
30:17Metahuman.
30:18>> What are you talking about?
30:19>> We're done.
30:20>> This is This is insane.
30:24I can't I can't do that.
30:29Wait. So just from a video on your
30:32phone, you can make a custom metahuman
30:35that looks just like you and animate it
30:38at the same time?
30:40>> Yeah. The new 5.6 6 update is insane.
30:43>> Then that's it. I don't think we need to
30:46see the CCTV footage we have of our guy.
30:49>> Hold up. There's a CCTV footage.
30:52>> Not important. Just the footage of the
30:55guy in the lobby. You can't even see him
30:58doing anything. He's probably just
31:00sending a voice message.
31:01>> You guys really suck at your job. This
31:05is literally the only evidence we
31:07needed.
31:08>> What do you mean? You guys really don't
31:10know anything about the new Unreal
31:12Engine updates, do you? There's even
31:14another way you can do facial animation,
31:18audio to animation. You feed it audio
31:22and then Unreal Engine automatically
31:24takes a sound information and translates
31:27it to facial animation in just a few
31:30seconds. You can even select the emotion
31:32of the animation. Happy, angry, sad, you
31:36name it, it's there. It's insane
31:39technology. Your guy is using audio to
31:43drive the facial animation.
31:45>> I don't understand. That can't be real.
31:48>> Okay. Okay. I'll show you the audio
31:50feature, but first you have to know
31:53there's a lot more. 5.6 was a huge
31:56upgrade for animation inside Unreal
31:58Engine.
32:00The curve editor has been completely
32:02redesigned with a new lattice tool,
32:04which allows for group adjustments when
32:07editing a bunch of key frames at the
32:09same time. We now have an improved twin
32:12tools and motion trails, so you can
32:15adjust the timing, spacing, and arcs
32:19much more easily without manually
32:22tweaking every single key frame. The
32:25sequencer even got an upgrade and is way
32:27more organized with a navigation tool
32:30when dealing with tons of data. And the
32:33curve editor now has better performance
32:35when dealing with tons of key frames.
32:38Yeah, that's much better. Didn't I
32:41mention we now have real time audio
32:43scrubbing? So lining up dialogue and lip
32:46sync is so much faster.
32:50We also get control rate physics which
32:53allows us to make complex procedural
32:55animations using nodes and add more
32:59natural secondary motion.
33:02Before we'd have to use third party
33:05tools to achieve all of this, but now we
33:08can do it inside Unreal itself.
33:11Okay, I may have sidetracked a little
33:13bit. Let's get back into the audio.
3. Facial Animation with Audio Only
33:16Okay, so if the criminal was recording
33:18his voice, we have this final method
33:21where we don't need any cameras, no
33:23video, no depth footage, only audio.
33:27First, grab your phone or any microphone
33:29and record your voice. Record the full
33:32script or dialogue that you want your
33:33Metahuman to say. Once that's done,
33:36export the audio file and import it into
33:38your Unreal Engine project through the
33:40content browser. Once you've imported
33:42the audio file, right click in the
33:44content browser and add a new Metahuman
33:46performance asset. Open the Metahuman
33:48performance asset and on the top right,
33:51switch the input type to audio. After
33:54switching the input type to audio,
33:55select the audio sample that you want to
33:57use. Now, scroll down to the control rig
34:00section. For the visualization mesh,
34:02select the face mesh that you want. For
34:04us, we'll be using SKM face. Now, we've
34:07done this before. For the head movement,
34:09make sure it is driven by the control
34:11rig. Now, scroll down a little bit more
34:14and you should see a new section for the
34:16mood based on the audio. Here, you can
34:18select what matches your audio best.
34:21Neutral, happy, sad, disgust, anger,
34:26surprise, fear. For our sample, we're
34:30going to use anger. And that will
34:32naturally move the features of the face
34:34to make the character look angry.
34:37Go to the top left of the Metahuman
34:39performance window and click process.
34:41Wait for a moment while Unreal analyzes
34:44the audio and generates the facial
34:46animation.
34:47And that's it. The first time I saw
34:50this, it blew my mind to pieces. I mean,
34:53there's no video footage to look at
34:55here. And it was processed in seconds.
34:58And the animation looks insanely good.
35:01We're ready to export. Click on export
35:04animation. Choose the folder where you
35:06want to save your animation. Give it a
35:08clear name and then click save. Close
35:10the Metahuman performance window. Go
35:12back to your sequencer where you already
35:14have your Metahuman in the scene. On the
35:16face track, replace your animation with
35:18a new one. Your Metahuman should now be
35:20speaking with facial animation generated
35:23only from an audio source. I don't
35:25understand.
35:27What do you mean when you're saying that
35:30you stole my money? What are you talking
35:33about?
35:35This is my money, not yours.
35:43What's this? Our deal. I asked for a
35:46very specific kind of ice cream with
35:49toasted coconut flake. This is a
35:51cheesecake.
35:56If you like this video, subscribe