how to fix the body deformation problem caused by post process animaiton bp in ue5 #metahuman
This tutorial demonstrates how to fix the natural state body deformation issue in MetaHuman caused by post-process animation blueprints in UE5.
If in your actual project you feel this deformation has no significant impact, you can skip the operations shown in the tutorial. The core idea of the tutorial is to convert the pose asset into an additive pose, set the base pose as default, and modify the default bone values of the pose driver to match the bone rotation values of the corresponding natural state.
some tutorials may be useful for you:
export metahuman controler animation tutorial:https://www.youtube.com/watch?v=siY8T1CLVQo
groom2abc expotr unreal engine groom to ablembic file tutorial:
https://youtu.be/Bh8EPJeWzfI?si=SzBYBdhB60skn27h
metahuanBSriger convert dna to blendshape rig tutorial:
https://youtu.be/7xR6Cxy1db8?si=uDFE7T1o4A8isqHj and https://youtu.be/k29Hbd_Vr5k?si=H9hYpnCKlsf8PdUu
any topo model to custom metahuman rig tutorial:
https://youtu.be/IjxkGD7CaIQ?si=RkN_mVaRXZlppJsi
image to generate metahuman model metahumanmodeler tutorial:
https://youtu.be/sxJoWZ0qBcE?si=B21t6DaQnVU83fIu
any video to facial capture using metahuman animator:https://youtu.be/vyCvHTApsI4