Update FAQs authored by Jonathan Ehret's avatar Jonathan Ehret
...@@ -19,3 +19,7 @@ ...@@ -19,3 +19,7 @@
> * In one of the sub-skeletal meshes (in my case `Legs` and `Feet`) a default `Animation Blueprint` is used, which used the experimental `PoseDriver` nodes. By removing them I eliminated the problem while everything worked still well with custom animations. > * In one of the sub-skeletal meshes (in my case `Legs` and `Feet`) a default `Animation Blueprint` is used, which used the experimental `PoseDriver` nodes. By removing them I eliminated the problem while everything worked still well with custom animations.
> * Unfortunately this has to be done in the common blueprints, which are copied in every project when importing a MetaHuman, so we have to do it in every project. > * Unfortunately this has to be done in the common blueprints, which are copied in every project when importing a MetaHuman, so we have to do it in every project.
> * Some pictures, what to do, can be found in [this issue](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/audictive-study/-/issues/2) > * Some pictures, what to do, can be found in [this issue](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/audictive-study/-/issues/2)
* My female MetaHumans look weird when idling (tilted forward, hands within body)
> Use the ``Animation/MetaHuman/femaleMetaHumanIdle`` animation as custom idle animation (it, however, does not really work for mal MetaHumans...) <br>
> ![image](uploads/2f2f65067c3198a2edc3da29e4c5ed9a/image.png)