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MetaHuman (Target Biped Rig) 

MetaHuman Creator screen capture 

Problem 1 Figure out how to bring custom mesh inside MetaHuman creator, groom and style the character. 

Problem 2 Figure out how to export MetaHuman from UE5 to Maya

Problem 3 Figure out how to get 2 Metahumans to work inside Maya with both FK and IK systems and have CTRLs
Problem 4 I only have 2 weeks to get those 3 problems figured out or our capstone will be cut

 

Context: I have no prior knowledge using MetaHuman. My director and I wanted to use MetaHuman because we thought it would be a great learning experience for us to know and use this tool (plus my professor said I should go give it a go and I can figure it out :) (Props to him for having so much faith in me)

Step 1: Google. Lots of googling/youtube-ing around, lots of asking questions / finding information in forums and discord groups. 

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Problem 1 was able to be solved pretty easily after I stumbled a couple of video tutorial where the artist was able to import custom character mesh inside MetaHumans. 

Actual Step 1: Inside Epic Games Launcher,

                     Install MetaHumans and MetaHumans Plugin.

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Step 2: Inside Unreal Engine

           Plugins -> Enable Metahumans
           Log in to Quixel Bridge -> Make sure to have a metahuman account. 

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Now the fun part: 

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Step 3: Import mesh as FBX/OBJ (if model is made of multiple meshes -> combine meshes)
* if it is a dense mesh (200,000 verts and above) use OBJ for faster import time *

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Step 4: Create MetaHuman identity

           Add -> MetaHuman -> MetaHuman Identity

           Double Click Node

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Step 5: Components from Mesh -> Char Asset 
(Click the 3 horizontal lines) -> Field of view -> 20 (less distortion, frame char's face)

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Step 6: Select neutral pose -> promote frame -> Auto Tracking On

           -> Lock camera (allows you to zoom in)

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Step 7: Open outliner -> Move tracker on face.

           CTRL + LMB to add points

           selecting lines -> move tracker

           LMB -> deselect

           RMB -> move screen

           wireframe + colored topology -> click metahuman identity solve

                                                          -> Toggle B

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Step 8: Select body -> body geo -> mesh to Metahuman

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Bring up Metahuman website, your metahuman should appear right away 

custom mesh -> fix influence

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Problem 2 was able to be solved pretty easily too because there was a video tutorial from a technical artist from Epic Games. 

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Step 1: Download Quixel Bridge. In the settings, change to DirectX rendering engine and make sure to restart Maya.

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Step 2: In the Quixel Bridge plugins, download the lastest plugins for UE5 and Maya

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Step 3: MetaHumans -> My MetaHumans -> select Metahumanidentity

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Step 4: Click the 3 horizontal lines

           Go to download settings -> models

           Megascans -> FBX 
           MetaHumans -> UAsset + Source Asset
           Export Target -> Maya

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Step 5: *Do the same exact setting in export settings*

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Step 6: When Maya is open 

            Quixel -> Export (It will export to the new maya scene)

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*It wont work if you have 2 Maya scenes running, it only works with a single maya scene*

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Problem 3 took longer for me to figure out as I has to do a bunch of research on how to get a MetaHuman rig to work inside Maya, and to make it animator friendly because when the metahuman rig gets imported into Maya, it only has FK joints and has no controllers. I tried to add NURBs circles and constraint it to the joints in hopes that it can work as a controller but unfortunately, I broke the file multiple times, until I spent hours down a rabbit hole and found out that an Advanced Skeleton Rig is able to drive a MetaHuman rig. 

Step 1: Make sure you have downloaded and exported a metahuman rig into Maya and download the Advanced Skeleton Rigging Tool

 

Step 2: Open Advanced Skeleton Rig

 

Step 3: Tools -> Name Matcher

 

Step 4: Templates -> Metahuman

 

Step 5: Function -> Create + Place Fit Skeleton

 

Step 6: Build Advanced Skeleton

 

Step 7: Constraint to joints.

 


Problem 4 solved! 

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With this problem solved, I was able to add additional rigs for my diver character on top of the MetaHuman rigs and the targeted Advanced Skeleton rigs.

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Here is a wiggle test control for the rig.

Here is an animation test. Breakdown is shown on how the rig works in Maya and inside Unreal Engine with CFX added.

Lit and Rendered in Unreal Engine 5

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