MetaHuman Animator uses capture data assets to manage performance footage. You import video files in Live Link Hub through the Capture Manager to create the asset based on your footage.
Import Footage Using Capture Manager
To import your footage:
In the menu bar click Tools > Live Link Hub.
In the top-left dropdown, select Capture Manager.
In the Data Devices panel, click Add and select Mono Video Ingest.
Click the video device in the panel to activate the properties in the Details panel.
In the Details panel, set the display name and the source path to the folder that contains your video files.
The folder and subfolders are searched automatically. You can leave Video Discovery Expression to the default <Auto> setting.
Select a file and click Add to Queue for it to appear in the Jobs List panel. Repeat as needed.
Click Start to begin the ingest.
Capture Manager transcodes your footage and creates capture data assets in your Unreal Engine project. Files appear in the named folder by default in the Content Browser under the All > Content > CaptureManager > Imports. You can then feed the asset into the MetaHuman Performance Editor to process the animation.
FFmpeg Workflow
The default transcoder is Windows Media Framework. FFmpeg supports a wider range of formats and can be faster, especially if you are conducting multiple updates. It can help reduce the risk of invalid FPS.
To update the transcoding to FFmpeg:
In the Live Link Hub, click the Settings Gear > Settings.
Enable Use Third Party Encoder.
Add the encoder path to ffmpeg.exe.
Create a MetaHuman for Visualization
Skip this step if you already have a MetaHuman in your project. If you need one quickly to preview animation results:
From the Content Browser create a MetaHuman > MetaHuman Character asset and open it.
Go to Preset and choose a predefined character.
Click Download Textures.
Click Create Full Rig.
Go to Assembly.
Name your character and click Assemble.
Wait a few minutes for assembly to complete.
Click Save All once complete.