Facial Animation & More In Unreal Engine 4 - 3D Character Animation (Part 1) | Michael Ricks | Skillshare

Facial Animation & More In Unreal Engine 4 - 3D Character Animation (Part 1)

Michael Ricks, Animator, VFX Artist

Facial Animation & More In Unreal Engine 4 - 3D Character Animation (Part 1)

Michael Ricks, Animator, VFX Artist

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6 Lessons (48m)
    • 1. 01 Get Programs

    • 2. 02 UE4 Show Morphs Preview

    • 3. 03 Set Up DAZ Morphs

    • 4. 04 Morphs to Timeline

    • 5. 05 Export FBX Import to UE4

    • 6. 06 Organizing Scene

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About This Class

Learn how to create expressive facial animations using key frame animation inside of UE4!

Meet Your Teacher

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Michael Ricks

Animator, VFX Artist


I've been making films and doing visual effects on indie films for over 15 years. When I discovered Unreal Engine 4 I was blown away by it's realistic real-time rendering engine!  I immediately saw that Unreal Engine (UE4) was a game changer and that it had now become possible for a small studio consisting of a few artists to pull off a Hollywood quality feature length animated film! 

In the past it would take hours, if not days, to render each frame of an animation, which made it impossible for an independent artist to complete a full length film.  It would literally take years to render all the frames of a movie!

All this has changed with Unreal Engine 4 - the playing field has been leveled and it is now truly up to the talents and skill set of the artist/... See full profile

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1. 01 Get Programs: Okay, The first thing we need to do if you don't already have the program is to download and install Dad's studio. So to pick up a copy and it's free, you want to go to Dad's three d dot com to their website. And here we are here on the home page and you want to go up to If you don't have the program, you want to click on this free download button right here, and that will take you through the steps to download and install Dad's studio. Once you get the program downloaded and installed, come back to the website and let's go over here to the shop section. And what we need to do is we need to get the Genesis two Essentials. So the best way to find out where that is is to go up here in the search bar to search the store, just type in essentials. And then over here we can see Genesis eight Essentials. Genesis three, Genesis two. We're gonna be using Genesis two because it works flawlessly with unreal engine because of the skeleton because of the rigging, um, more targets and all that kind of stuff. There's still issues with Genesis three and Genesis eight that we don't want to get into right now. So go ahead and click on Genesis two Starter Essentials, and you're gonna want to download this and install it into your dad's studio. The next thing you're gonna want to do if you don't already have unrelenting, is hop over to unreal engine dot com and click either one of these blue buttons get started now or download up in the right hand corner, and this will take you to where it would immediately start downloading the program to your computer, and it will walk you through the steps to to get the program installed and one sure completed with that will go on to the next module. 2. 02 UE4 Show Morphs Preview: in this module, we're going to cover how to get the morph targets and expressions out of Dad's studio and into the N riel engine. Now here's an example of some facial expressions and a simple animation that has been exported from Dad's studio and into unreal engine. And as you can see up here, all of the morph targets and sliders are over here in the animation curves section. We can see them being played up here in real time and down here are all the curbs, so each one of these, um, can be independently controlled so you can control the eyes here. We want to do side to side for the eyes. There, right there, squint, the eyes, anything pretty much anything that you can control over. And Daz Studio can be brought into unreal engine, and then we can control and then animate Thes separately is what we're really doing. What we really want is we want the ability to have these curves of these sliders and the more sliders and the ability to animate them. So this is what we want to do is what we want to accomplish. So let's hop over to Dad's studio, and we will continue in the next video 3. 03 Set Up DAZ Morphs: the first thing you want to do is launched as studio, and then we want to find the Genesis two starter essentials. Double click on that. And then here you can select which character you would like to use. And for the purposes of this tutorial, let's use this one. Here's a double click now. She's already posed, and we don't want to use this because she has an expression on her face already, and we want to get her into a default situation. So go up to hit it, figure, restore and then restore figure, and that will put the character back in the T posts. You can spend this around here now. You can either leave the character in the T pose while we work on getting all the facial expressions set up and ready for export to unreal Engine. Or you can pose the character. Um, so let's do that. Let's go to the power pose. And that's by clicking on the icon here that has the bone and the little arrow and then go up to window panes. And let's find, um, our power pose right here. Okay, so this will give us more if you'd like to spend some time posing the character. You can do it here. Otherwise just just grab the arm and, like, move the arm down like that with the other arm down. Just kind of put her more into a natural position. If you wanted to pose the hands, he just go select the hands here, and then you can move the fingers, the wrists, and so on. Just with ease. Controls right here. Very easy to find the joints and everything and pose into, you know, a neutral position. I don't oppose her head. Just click on it. We could move ahead around here. Okay, So now we have her any neutral position, and the next thing we want to do is go ahead and select the head and then come over here to this icon and we're gonna zoom into her face so we can get a really good look at the expressions as we as we make them. What we're gonna use is a tool called puppeteer. And this is a really cool tool that dad's has that a lot of people some people don't even know it's in here, and some people don't use it very much at all, but it's an extremely powerful rigging tool on, and that's how we're gonna set up. All of our movements are eye movements are mouth movements are expressions and so on. So I already have the puppeteer in here, but where you find it is, you go over to the window pains and then down here puppeteer. So go ahead and find that and then you conduct it over here or you can have it by itself. And it's a, um, type of window where you can expand it, enlarge it. You know, that type of thing. We're gonna go ahead and put it right here. So we're ready to go. You can zoom in and out with your mouse wheel. I mean, we're set up on bready to go. So what we want to do is we want to create some layers to keep things organized. So the first thing I like to do is make a this first layer that's here. Let's rename that. So over here in the window, right click select renamed Layer. And let's just rename this mouth because we're gonna put our open and close mouth movement and our smiles in here So we got her mouth town here and then what we want to do is make sure that we're on edit right up here, that that's selected, not preview or record, but at it and then go ahead. Since her mouth is in a closed position, just click in the right around the middle of the Have the puppeteer screen. Now go down here to the parameters under pose controls. Couldn't go into the scene. File first in select Genesis two female under pose controls. He'll see head. Sometimes these get confusing and gets a little confusing, and you can get lost in here. So I'm going really slow. If I'm going too slow for you, just skip ahead in the video. Click the down button here, and what we're looking for is the mouth. So hadn't just select the mouth here and want to go down where says mouth open and mouth open wide. The one we want is the best one is mouth open wide because you can open It is little or as much as you want once we get overtime. Real engine. So select that and open this all the way up to the one setting and then down here, I usually skip a couple of squares. And then on the 3rd 1 I put the dot so I just left, clicked in here, and that made my selection click over here and this one that goes back to the default closed position and open, closed open. Now go up here to the preview. This allows us to move in real time. So what I'm doing is I'm just using my left mouse button and I'm moving it up and down, toe open and close her mouth just like a puppet. So this is like a digital puppet. It's good way toe to think about it. Now let's go back to edit, and we want to add a different mouth movement while we're in here. So go into the mouth section again and we want to look for mouth, smile open and go ahead and I move that all the way to the right, and then over here, let's skip a couple boxes and put that right here. So now we have our smile operator. Right there. Click here goes to the default position. Over here we have a smile, default, open default and now let's go look and see the order. I'm doing this. You have to move the slider and then click into the puppeteer screen. Now we want to go over to the Let's find mouth Frown. There it is, right up here. Move the slider all the way to the right and click right here. So now we have, Ah, a really good frown on the face. Click in the default and it comes back to the neutral position. Okay, now let's go appear to the preview button and let's just look and see what we have now that we have these different morphs in here and click and we can open the mouth and move it to the right. Get us nice smile and you'll notice is you move it around in the screen. It's creating on the fly blends of the different mouth positions. So over here I can have ah, open mouth in a kind of a frowny face over here, a smile and an open mouth so it gives you the ability to really get some cool, cool expressions. Very, very powerful controller here. Nice rig. Let's go back to edit and those of the mouth movements that we want. Actually, there's there's one more that's really good. It's Ah, mouth pucker. See if we can find that one Lips pucker. So I just put in the search box pucker and it brought that up. So let's go ahead and look at this. This can create some really nice speech animation. So let's go ahead and move this one right there. We have a nice Parker, but on preview, so cool. That is now what's also nice and Daz is we can actually create some animations. I'm not gonna go into that right now. We'll do that later, but we can hit record, and we can record and operate this like a puppet in real time. And as will record the animation in real time so that will be able to export that if we like into unreal engine and then render it in real time with the cool, unreal engine features. So just keep that in mind right now. What we're doing is we're just setting this up so that we can export all of the more targets and the morph sliders and get them into unreal engine, where we can then use those to further animate you know, and refine the animation, the facial animations. Okay, so we have our 1st 1 done. Now we need t Go on and let's do the the eyes next. And what I like to do is create another layer. So to create another layer, right click select add layer. And let's call this one blink because this one is gonna be blinking, the eyes closed. Hey, and this gives us a fresh screen here, zoom in a little bit and now we're gonna go down to Let's get rid of that selection there. Let's go down to our perimeters and we want to select under expressions. We want to select eyes. Okay, so let's go ahead. Make sure we're in at it right here and in the middle. Just go ahead and click a dot right there. That's gonna be our open eyed, neutral position, just like she's staring at us right now with her eyes wide open. Now, down here, we want to find eyes closed and you notice they have left and right. You could do those individually if you wanted, but I prefer just to doing both for a blink, obviously, because they blink together. So We want to go ahead and select the one called away and then click in the screen. So that would be the closed position. Click on the open here and the closed hoping so we want a preview It. We just click on preview, click your left mouse button and move it up and down. This will give you the real time ability right here in puppeteer, Back to edit. Now there's one more. That's ah, really handy one that I like and that's eyelids top up right here. So if you move this one all the way up, her eyes kind of open wide. So she looks a little bit scared, and that's a really good one for facial expressions. So let's put that one up here at the top, count two squares and put it right there. Okay, so that's regular. And that's Ah. So if we do a preview, you can see your blinking. You want to move it up to get that kind of an expression? There it is. Back to edit. Okay, so now we have our blink, so that will be carried over into unrelenting. Now I want to mention right here. It's not enough, and we'll go into that. But it's not enough just to do these in puppeteer. We have to actually bring them into the timeline in order for Dad's studio to export them properly. Otherwise you're gonna get it over and done. Real engine. There won't be any any more of targets at all, but we'll go into that real slow and in detail as well. Okay, so the next thing we want to do is to be able to move the eyes left and right and up and down. So back in here, right click with your mouse or right right mouse button. Let's add another layer and let's call this one eye movement and we've got our fresh screen here. Zoom in a little bit, so we're still in the I section. We want to scroll down, and we want to find eyes side to side. So right now, let's just click our middle one here. That's our neutral position, staring straight ahead, and I sighed, decide, move us all the way to the right, and just so this makes sense on the right hand side of that dot count. 123 Put a dot in you could do this. However you want, you might want a way out. Here. You went. You may want it closer. It just depends on what you feel comfortable with. This is totally customizable and totally your choice. On what? What you like. So figure, you know, find out what you like and go with that. Okay, Back to the click on the middle one. Now go back to the side to side. Move it to the other direction. To the left, count. 123 And let's put this here. See how these move doesn't have to be perfectly in the square. Doesn't really even have to be lined up to work. I came back to the middle. Okay, Now, the next thing we want to do is we want to find the up and down, which is way at the bottom here. So we're in the middle one here. We're in the default position, and we want to move the eyes up. Count to put that in the up position. Here, click on the middle and then move the eyes down. 123 squares down. Click back in the middle. So now we have all of our eye movements and let's go to preview. Let's take a look. At what? What that does. So left mouse button right about the middle. Now, as you move your mouse around, check that out. Her eyes were rotating around Really, really high end I controller right here in puppeteer. See? Look up. Look down. Look to the left. And this character, This model is a really good one because you'll notice her eyelids are following the movement of the eyes. So this was designed really, really well by Daz. So this is our our eye movement. Really, really good Will be able to have this control right over an unreal engine as well. Once we get it over there, back to edit, make sure you always go back to add it when you're done. And the next thing that we need to do is we need to go to expressions and we're gonna pick a few expressions to be able to bring over into unreal engine. Now, keep in mind all of these morph targets, whatever you have and even the custom ones that you can buy over in the dad's store. And there's a ton of stuff very affordable. Where you can buy expressions that somebody has already taken. An artist has already taken a lot of time and created some really cool facial expressions. You can use all of those two once you bring it into Dad's and it'll move right over into unreal Engine. So let's create now another layer or tab, right click. Add layer and let's name this one. Expressions. Zoom in a little bit and let's go appear to expressions. Now she's in the default pose right now, which is where we want her face to be. So let's go ahead and put our r dot our controller for the the default pose right there and the 1st 1 Let's do let's do afraid. Okay, so move that all the way to the right and let's put this one here again. You could put it wherever you want. Whenever you're feeling comfortable with, I'm gonna put it right there and then click back on the the default and let's say we want to do angry and let's move that one over here, back on the middle one. Let's go down here too. Excitement, That one over here. Click back on the middle. One discussed. We could move down down here, click on the middle one. Okay, let's take a look at that in a preview. See, As we move the mouse around, we're getting the different blends of the facial expressions. And again, once we get this over into unreal Engine will be able to combine these as well right here. And as you have this tremendous ability to create some very, very cool, very, very high end looking expressions and blends combinations. So if you wanted to, you really could create all of your facial expressions and animations right here in the timeline and export the export those into unreal Engine. Um, that's one way to do it. There's several different ways you can do it, or you can just take the more sliders over into Unreal Engine and then do the animation in the tweaks over there or a combination of both gives you a lot of a lot of power. Okay, back to edit. Okay, so you can see here. Let's go back to preview for a second so you can see what we've done is we've created the mouth controls so the mouth opens and closes, create a smile, frown in the lips puckering. We have the next one which is blinking the eyes and making the eyes go wider. And then we have our eye movements moving the eyes around really cool eye movements. And then we have our expressions, and we've just put in four different expressions here again, you could have as many expressed, you could vote in 20 expressions if you wanted and bring them over. The sky's the limit. But we're gonna keep this, you know, fairly simple. Just so we can get the procedure down. Okay. And that's going to wrap up this video in the next video. We're gonna go into how to get these movements, and these morphs into the timeline so we can then export them into unrelenting. 4. 04 Morphs to Timeline: next. What we want to do is we want to get all of our expressions, eye movements, blinks and mouth all of our morph targets down into the timeline. By default, the timeline should be showing the animation timeline. But if it's not go up to window pains and then down here you'll find timeline and just select that it'll open up the timeline for you. The next thing we need to do, we're gonna need more than 30 frames. So go down here in this box here and type in 140 so that will expand out. And it will give us 140 frames to work with. Now, we're not gonna be creating an animation for use. The purpose is just to get the more targets into the animation so that we can then export it as an fbx file to be used in unreal engine. So this process is kind of boring and tedious. Let's click on the mouth here. So as we go through this, if you want to speed up the video or you just want to skip ahead, feel free to do that. But it is tedious. But it has to be done correctly. Otherwise it's gonna mess up and it's not gonna work. So I'm gonna go very slowly and, um, explain. You know, as we go along, basically what we're gonna be doing is we're gonna be moving ahead five frames for each position. So we're gonna start off here on our mouth tab in the neutral position here, and then we're gonna move our cursor in the animation timeline ahead five frames in between zero and 10 and then we're gonna go over here and click on the mouth open position. When you do that, you'll notice that Dad's studio has automatically created a key frame for you can see by the little black notch icon down there. Now we want to move the cursor ahead to frame 10. Go back up into our puppeteers screen or segment here and click on the closed mouth position. Now let's move our cursor. I had five frames again and let's click on the smile control and we have a smile key frame . Move it forward to the frame 20 back to the default position. So we always want to go back to the default position in between with the cursor ahead. Five frames. Click on the frown control. Move ahead to frame 30. Click on the default position again. Move ahead five frames. Click on the puckered lips position, then frame 40 and back to the default position. So as we slide the cursor, we could see that are character. Our character is moving through the motions that we have, so we have all those the way we want it. Those are all in the timeline correctly. Next, we want to click on the Blink tab. Make sure that the default position eyes wide open, is selected. Go to the timeline cursor. Move ahead five frames and then go back into the puppeteer. Look on the closed eyes. Position move ahead to Crane 50 back to the default open eyes position. We've had five frames again and then select the eyes wide open, where her eyes were really wide, Who the cursor had to frame 60 and then back to the default position. So now we have all of our blink positions here. Next we want to go to the eye movement, where our side to side and our up and down eye movements, and we want to get those into the timeline. So again, starting with the default position here, move our cursor ahead five frames in the time line, and let's select the eyes to the right position. First new the cursor to frame 70 and then back to the middle. Move ahead five frames, eyes to the left position. Move the cursor to frame 80 back to the middle. Position. Move ahead. Five frames. Click on the eyes, looking up. Move forward to frame 90. Click on the eyes, looking forward by frames ahead, eyes looking down, and then to frame 100 back to the default position of eyes looking straight ahead. Okay, now we have all of our eye movements in just a check. Let's scrub through our timeline. We can see that her eyes were looking around their side to side up and down to frame 100. Now last, we want to go to our expressions. Move the cursor ahead. Five frames were in the default. No expression mode here. The default position. Let's go to the right and select this expression. New forward to frame 110 back to the middle position. Five frames forward. Let's choose the left expression here. Go to frame 1 20 Click the default middle position again by frames forward. Click the expression at the top by frames forward, back to the middle position five frames forward for our last expression here at the bottom and then five frames forward to the end, and we're back in the default face position. No expression now down here, let's just click on the play button and we can see that it's going through all of these different expressions mouth positions I positions, blinks and so on. So we have everything in here that we want. And again, this isn't for an animation to be used in Unreal Engine, although I should say right here that if you did want to take time creating an animation in Dad's studio that looks really good, you could do it and then export. That is an animation that would import into unreal engine flawlessly so you could use this is your facial animation tool as well. Okay, so that looks all good. Make sure that you go up in you save your scenes so that you save all your hard work in case your computer program crashes or something like that. And that is it for this video module. In the next video, we're going to go over how we prepare the fbx file so that we can export all of these, um, animations and more sliders. 5. 05 Export FBX Import to UE4: Okay, now we're all set and we have our morph targets in the timeline, and we're ready to export our character along with the more targets in the animation. So we want to first go up into the scene tab and make sure that the Genesis two female is selected. Then we want to go up to file export. And I've already saved this, So I'm gonna go ahead and delete this so we can go through it again because I want you to see how the entire process works. So let me just delete that. I'm gonna call the the file G to f Morphs for Genesis two female morphs and make sure that in the drop down menu here, you're on auto desk. FB X Not any of the others, other choices. So we're gonna go ahead and select that. I'm gonna save it to the desktop click save, and it's going to bring up our F B X export options. We want to in bit make sure these air selected like this in bed textures. Fbx 2012 binary. It could be 2014 to either one of these. We're gonna work. Make sure in bed textures is selected. Merge clothing into figure skeleton, allow degraded skinning, allow degraded scaling locks and limits. Morphs real important that those are selected because otherwise all of this work you've done isn't gonna be, um, compiled into the fbx file. And also animations needs to be checked figures, props and selected. You could check that if you want. That just means that over here in the scene scene file, you have to make sure that you've selected the file and then down in the bottom. Let's uncheck that, though uncheck selected because we want to make sure that we get everything in this file, it's gonna have the charm hair See her says Yes, Genesis two female bikini top and bottom. All of that says yes. So we've got those all selected Important. Also, let's click on the edit morph Export rules. You want to make sure that Final anything Bake is selected, so that's basically going to take everything and put it into the file Now. Later, you'll see when we get into Unreal Engine four, we're going to do a little bit of cleanup because it duplicates a few things. But for now, it's easier to do this there is a way that you can add, Um and you can tell Dad studio just to give you certain animations or certain more targets and nothing else. But you've got to make sure that the naming conventions air in here exactly. Otherwise it won't work correctly. So let's go ahead and delete that Leave final anything bake except that. So it looks like we've got everything here that we need. Everything looks good and then we just go down to accept. And now Dad's is gonna go through here and it's gonna You could see over here that it's picking out all of our morph targets is getting all that in there. It's taking our animation, and it's recording the animation into the fbx file so that we can, um, get everything all nice and need in the fbx file. Okay, Now we have our fbx file exported. So what we need to do now is go into the epic launcher, let me minimized as and we want to go into the unreal engine launcher. So open that up and we're gonna create a new scene. This is gonna be a practice scene and the only thing we want to have in it is this character that we've been working on. So you want to go to the big yellow launch button here and make sure it's 4.19 So if you haven't upgraded, now is a good time to upgrade to 4.19 Click the launch button and it's gonna launch the unreal editor for us, and we want to select the new Project tab. We want a blank scene, which is already highlighted for us, and we want to have these settings desktop or console, maximum quality. And let's go ahead and create the scene with starter content because we're going to need the some of the materials and then choose where you want to save it on your computer and select a name. I'm gonna choose the same name that we had for the the export G two groups, two f and you have to put an underscore here. You can't have a space so g to F for Genesis two female underscore morphs is gonna be the name of our project. And then just click create project and unrealized going to create that new one for us. Okay, Now we have a brand new scene appear. We can see that it's called G two f Underscore morphs, and we are ready to import our character. So you see, click over here to expand the panel. We're in the content browser, and I want to create a new folder, So click on the content folder button, right click and way at the top. Here, let's select new folder and let's just say G two f underscore Morphs will keep everything consistent. It returned, and now we have a new folder where we can put our character. Now in this blank area, we can either drag and you can drag your file in here or right click or add new. I usually right click in here and go up to import Asset, and this is going to open up. I want to find our G to f morphs click open, and now we're going to get This is the very important import options for our F B X, and this is where you can mess up really easy and forget to check an import animations. See how this is not checked yet. We need to check the import animations, otherwise it won't work in the mess. Make sure that skeletal mesh and import mesh are both checked ticked off in the boxes. We don't have a skeleton yet, so we just leave this to none. And then right here, we need to show advanced. So click on that. Easy to miss this part and then go down here where it says import morph targets. This needs to be checked. Otherwise, all of our morphs, they're not going to come in. And we're gonna be scratching our head and wondering where they all went. So make sure that's checked. Make sure import animations is checked in the animation section and then way at the bottom here. We want to make sure that we import our materials and import are textures otherwise is going to come in with nothing. It's just gonna be all, you know, with no texture materials at all. So once we have all those selected, go ahead and click import, and this is going to take a few minutes, depending on your computer configuration. So it's going to import all of the animations, all the materials, all the textures and so on. And I'm gonna go ahead and speed this part up, so we don't have to wait for it. Okay, So now our character has been imported, and as we can see down here, the Shader Zehr compiling at least part way it's gonna it's gonna finish up when we get into another part. So let's go ahead and just ignore that warning there. And here is all of our textures, our characters in there, all of our materials. And we're going to clean this all up. We're going to create a couple more folders and get organized, so it's easier to work with. But for now, that's the end of this video and will continue on in the next one. 6. 06 Organizing Scene: in this video, we're going to get organized so that we can work better. So over here on the left hand side, we want to create some folders inside of the G to F Underscore Morphs Folder. So select it, right click on it and it's created new folder and name it materials and then click on it again and let's make another folder and it's called this one textures. And then for later, we're gonna need one called animations and let's click back on the the main folder and then in here what we want to do. We see our folders are are here. So we want to just control click on all of the the round spears, and I'm going to speed this up in a minute. So it's not so boring, but I want to just control click on all of these and then dragged them into the Material folder. It's gonna ask if you want to copy them here or move them here. We want to move all of them into the material folder. We'll continue on after we get all of the materials moved over to the folder. Then we'll go to the textures and do the same thing. Yeah, it looks like here's one trailing behind here. Okay, so now we've got a little better organization here, so we can get to things little easier. It's not so cluttered. And now what we want to do is the default scene that was loaded for us when we created this project. It's got some nice chairs, so we're all exhausted from loading the scene. We could just kick back and relax on those. Actually, we're not gonna need these, so let's just select them and delete them. So we have a blank seen here. Now, let's save this level. So go to file. Save current as, and we can leave it in the content folder here. And let's call this new level of this map G to f Underscore morphs map. Okay. And here it is, right here in our content older and go back to the G to F Morphs file folder. And now what we want to do is we want to drag our character in the scene. Remember, down here at the view options, you can make your icons bigger or smaller to your liking. So go ahead and adjust that if you like and then left. Click drag the character into the scene. Press the F key on the keyboard so it frames as closer. And then remember the all button left mouse button to rotate around our character? No, because of the lighting. What we want to do here is go ahead and press the space bar to get the rotate our object and as rotator around here. And she's got a really nice open mouth here. She looking really, really scary. And where I take care of that once we get into the animation, um, screen. Okay, now, when I loaded her up, the sh aiders were compiling. So if you're just now dragging her into see into the scene, probably what's happening down here is gonna have a little message saying it's compiling. She aiders. And there's 2600. And so Maney Ah, that need to be compiled. So just go ahead and wait for a minute, wait for a few minutes while the Shader Zehr being compiled and all the textures air being added to your character. And then you'll be good to go. So after it's all done being compiled, we've got our character in the scene. We want to go ahead and right, click on the character and go up to where it says edit G to f Underscore morphs. This is our character, and this is gonna open up a new window. We want to grab the tab left cook, click on the tab here and move it up to dock it to the top. So now we've got both screens open, and this is going to give us all of our materials here and access to our character. Go ahead and move in. I usually like to move the camera, speed down, reduce it down to about two in this window, and then go ahead and zoom into your character. He noticed that the eyes air white. We're going to take care of that as well. And then over here in the animation section here, where it says default, go ahead and say you specific animation and then select down here G two up morphs animation that we brought across from Dez Studio because we just want to get her, you know, in a in a natural state here and then down here, just that the pause button, because this is just playing all those morphs that we brought across over here in 4.19 They have a new setting here where says Auto. So it's trying to do auto exposure for us, which is changing as you move the camera around. What I do is I usually take it off auto and I just adjust this down, usually to like an A minus point four or minus 2.3. Something like that. Whatever. Whatever looks good to you. And let's zoom in really close using our mouse. And now we have our character lined up here. Now, before we finish up this video, I just want to show you the other window, the other section that we're gonna be using. So go up here into the animation and click on that. And here's where all of our more, if targets are, we're gonna be cleaning these up is well, so I'm glad. Pause this animation that there's where all of our morph targets are. Also, if we go back here and we click on this tab, we have all of the more targets that have come across from Daz Studio. So that's where they're located. More of target and over in the animation as well. In the next video, we're gonna start cleaning all these up, and then we're going to go into the animation curves and start doing doing a few simple animations.