
u/IM3D-Studios

I’ve been experimenting with structured pose data for character LoRA training in ComfyUI
I've been experimenting with something a little different for character consistency: using structured 3D pose data as part of the dataset-generation process for LoRA training.
Instead of generating a bunch of random images and hoping the dataset covers enough variation, I've been using controlled MetaHuman facial expressions and hand poses to deliberately build variations around the same character.
The interesting part is that the 3D poses give me something I can control and reproduce:
• specific facial expressions
• specific hand positions
• repeatable poses
• combinations of face + hand poses
• consistent character geometry
I then use those references in my ComfyUI workflows to generate the 2D training images.
The goal isn't to train the LoRA to reproduce the MetaHuman itself. It's to use the controlled pose references to create a more deliberate dataset where identity stays consistent while expression and pose change.
This seems particularly useful for characters that need to remain recognizable across a large number of generated shots.
I've been using my own MetaHuman Face Pose Library and MetaHuman Hand Pose Library for this workflow.
I'm curious if anyone else has experimented with 3D pose libraries as a structured way of generating LoRA training datasets.
It seems like there could be an interesting middle ground between manually creating every training image and completely random dataset generation.
What are you guys using for pose/expression variation when building character LoRAs?
MetaHuman Cinema Pack: Combat Mocap Product Demo – Part 01
In this video, we begin with an overview of \*Xsens Motion Capture\* technology, discussing what it is, why it's widely used in the film, game development, and virtual production industries, and taking a look at the Xsens ecosystem and hardware.
From there, we dive into the \*\*MetaHuman Cinema Pack: Combat\*\*, exploring the animation library in Unreal Engine and showcasing a selection of the high-quality combat performances included in the pack. You'll get a closer look at the motion quality, movement variety, and how these animations can be used to accelerate cinematic production, gameplay prototyping, and character performance.
In this video:
• Introduction to Xsens Motion Capture technology
• Overview of the Xsens hardware and ecosystem
• Tour of the MetaHuman Cinema Pack: Combat
• Showcase of selected combat motion capture animations
• Discussion of production quality and workflow
Coming in Part 02:
We'll take the next step by applying the combat animations to a MetaHuman character inside Unreal Engine. We'll also demonstrate how the animations can be enhanced using the \*MetaHuman Hand Pose Library\* and \*MetaHuman Face Pose Library\* to create more expressive, believable, and cinematic performances.
If you're creating games, cinematics, virtual production projects, or interactive experiences with MetaHumans, this series will show you how to get the most out of professional motion capture workflows.
New MetaHuman Cinema Packs | Demo Videos & Tutorials Coming Soon ⭐
youtu.beFinally released this Motion Pack for Unreal MetaHumans – 500+ animations captured via Xsens (60fps)
Hi everyone, I’ve been working on a cinema-specific motion library to fill the gap in high-quality talking and emotional states for MetaHumans.
Instead of keyframing dialogue from scratch, I've utilized a professional Xsens mocap setup to capture raw performance data. This pack covers:
- Talking & Explaining: Natural lip-sync ready gestures.
- Emotional States: Genuine reaction movements (not just looped idle).
- Deliveries & Listening: Reactive motion for cinematic pacing.
Everything is 60 FPS and optimized for UE5 MetaHuman rigging to avoid the "floating" look you sometimes get with lower-quality imports.
It's available on Fab if anyone needs a reference or wants to pick it up for their pipeline. Open to any feedback on the motion blending!
How to Make MetaHumans Look Real :The Collection | Xsens & Pose Assets for UE5.7 (299 Total Assets)
youtu.beUpgraded to the Nvidia RTX PRO 6000 Blackwell ($14k) - Thoughts on this for local LLM and Unreal workflows?
I’ve been planning this upgrade for a while, but I finally pulled the trigger on the new Nvidia RTX PRO 6000 Blackwell Edition. The price tag is absolutely insane ($14k), but for my specific workflow involving heavy local LLM development and Unreal Engine asset generation, the hardware requirements left me with little choice.
GPU: Nvidia RTX PRO 6000 Blackwell (First time seeing this industrial design in person!)
Motherboard: Asus ROG X8706E BTF
Purpose: Local LLM Training/Inference, ComfyUI generation, and Unreal Engine 5 development.
It’s an absolute monster. Loading local models that would usually crash my previous rig happens instantly. I'm still dialing in the drivers and testing ComfyUI pipelines, but early benchmarks are mind-blowing.
For those who have jumped to the Blackwell architecture: Is the price-to-performance jump worth it over just stacking dual RTX 4090s/5090s? I'd Like to hear your thoughts on driver stability for Unreal Engine on this board!
Finally moving my AI Studio fully local. 5090 + 9950X build incoming.
Spent the last few weeks sourcing the specific parts for a dedicated AI production workstation. The goal is a "working" machine for heavy LLM inference and MetaHuman cinematic development—zero cloud, zero bottlenecks.
The core specs on the table:
• GPU: RTX 5090 (32GB VRAM is a game changer for long context)
• CPU: Ryzen 9 9950X
• RAM: 96GB (Speed over capacity for this specific workflow)
• Storage: 16TB PCIe Gen 5 (Running Ubuntu for the studio environment)
The plan is a clean, BTF-style setup to keep the focus on the production, not the cables. Saturday is build day. Any Ubuntu-specific optimization tips for the 5090 driver stack?