In this tutorial I will try to provide instructions for adding and configuring a Metahuman for live production scenes using the APS Live-Link Plugin.
Start a new Unreal project (either C++ or Blueprint).
Close the project after the new project folders have been created
Notes
🍎 Unreal Engine 5.0.0 is the engine I used for this tutorial. But the same steps can be applied to UE 4.26 and 4.27.
📝 At the time of writing this Quixel Bridge does not yet export to UE5. It's recommended new users start with 4.26 or 4.27.
On to project setup! Add the APS Live-Link plugin and enable it in the plugin browser.
The APS live-link plugin is a standard plugin for UE located in the project's Plugins folder.
5. Select Plugins from the dropdown and open the plugin browser:
Open the plugins browser from the Edit menu.
🍎 Unreal Engine 5.0.0 is the engine I used for this tutorial. But the same steps should apply for UE 4.26 and 4.27.
6. Enable the checkbox for the APS Live-Link SDK in the plugins browser:
Search for APS Live-Link SDK in the search input.
7. From the content browser enable Show Plugin Content:
Make the plugin's content visible in the project.
🍎 Unreal Engine 5.0.1 is the engine I used for this tutorial. But the same steps can be applied to UE 4.26 and 4.27.
8. Add the APSCore blueprint into the scene:
The APSCore scene object is the object that connects to APS Luxor over the network.
Plugins > APS Live-Link SDK Content > APSCore
If using Luxor on the same PC as Unreal Engine then you may leave the IP address field as the default (127.0.0.1).
Launch Quixel Bridge and download a Metahuman:
If you already have a Metahuman you can skip this step.
Notes
🍎 All Metahumans should be compatible.
If you are using Unreal Engine 5 you may need to manually copy the metahuman into the project.
Locate and open the metahuman's blueprint and open it in the editor.
❗ It is important to enable Missing Plugins after importing a Metahuman
Enable These Plugins:
RigLogic Plugin
Live Link
Live Link Control Rig
Adding the APS Live-Link pose receiver nodes to existing Metahumans
📝 Make sure to select the correct skeletal mesh, since some Metahumans include multiple medium, short and tall variants.
Very important is to disable all higher LOD levels for the skeletal mesh.
LOD causes the skeleton to change abruptly, which can cause the APS plugin to crash. Be sure any skeletal mesh connected to the AvatarPoseReceiver node has been set for LOD0 only
📝Note, if the Metahuman avatar appears to be slouching try also enabling the "Rotation" checkbox for the spine!
Update Lengths should be Unchecked.
Should be all the steps for setting up a UE Metahuman with the APS live-link plugin.
📝The Metahuman mocap avatar
Download: Avatar for Metahumans
IMPORTANT!! The custom avatar rig loaded in APS needs to be compatible with the Metahuman rig of live-link won't work properly.
The Metahuman mocap avatars are available on the Steam Workshop !!
Be sure to download one of the Metahuman mocap avatars from the Workshop and that it is the active avatar in APS before trying to connect live-link!
New sliders have just been added to the arm IK solver profile for limiting the (negative) rotation of the clavicle bone. These were added to address a issue when using Metahuman avatars over live-link, but may be generally useful for other avatars as well!
The new Shoulder Low Limit slider can be used to clamp the clavicle bone rotation so they do not rotate below a set angle.
The new Shoulder Pos Offset slider adds positive rotation offset to the clavicle bone.
More info
APS Sidekick iOS face capture setup
From the Metahuman Blueprint locate the face SkeletalMesh:
Then locate the referenced AnimationBlueprint, followed by disconnect all existing nodes and add the new CopyPoseFromMesh node, the AvatarARKitReceiver node and mh_arkit_mapping_pose node and connect them together: