
You promote these frames manually.īody, where you can define the body type (height, weight, and gender presentation) of the MetaHuman created. Neutral Pose: Contains the frame, or frames, that the system uses to track the facial features of your character mesh. Template Mesh: Contains the auto-generated mesh submitted to the MetaHuman backend. After you select a mesh using the Create Components from Mesh action, the following Components are automatically created:įace, which has the following Components: When you create a MetaHuman Identity Asset and import a character mesh, it is empty at first. It is a standard topology head that can be fitted onto any appropriate target.Īt the core of the Mesh to MetaHuman system lies a MetaHuman Identity Asset. The Template Mesh exists inside the MetaHuman Identity Asset. The cloud service that creates a MetaHuman based on the Template Mesh. The process of fitting the Template Mesh topology onto the target mesh volume. Markers have control points that you can drag to adjust. The resulting image is called a Promoted Frame.Ī reference to the mesh representing the face's neutral facial expression.Ī process that tracks markers onto facial features on the Neutral Pose.Ī collection of sequential points on a curve that tracks specific facial features. This frame is tracked (refer to Tracker, below). Taking a 2D snapshot of the Viewport in the MetaHuman Identity Asset Editor. The Static Mesh or Skeletal Mesh used to create a MetaHuman.


The Mesh to MetaHuman system uses the following essential concepts: The steps to create a MetaHuman are explained in detail on the Mesh to MetaHuman Quick Start page. Microsoft Windows (currently unsupported on macOS and Linux). Installing and enabling the latest version of the MetaHuman plugin in Unreal Engine. Mesh to MetaHuman requires the following: This page presents an overview of the Mesh to MetaHuman essential concepts and features.

Mesh to MetaHuman is a new way to create a MetaHuman from a 3D character mesh created in an external application.
