[V5] The video below is available since the V5 MetaHuman Update.
This tutorial requires Quixel Bridge to be installed on your computer and basic knowledge about MetaHumans.
This tutorial is part of our product update video from December 2021.
Since then, the following changes occured:
[V7] With the V7 Customer Update the DT_AnatomyProfiles
got replaced by DT_AnatomyProfiles_V7
to support multiple head meshes.
To follow the instructions of the tutorial, use the first Heads
array slot to insert your head mesh. The SK meshes in the screenshot are only examples.
[V8] With the V8 Groom Update the DT_AnatomyProfiles_V7
got replaced by DT_AnatomyProfiles_V8
to support more straightforward material and face variant handling.
To follow the instructions of the tutorial, use Body > Mesh
instead of Body Mesh
.
The pre-assigned Body Meshes in that data table are placeholders for a quick start with our changes to the Profile Manager and Anatomy Profiles in the V5 MetaHumans Update.
Please replace them to unlock full feature support, like BP_CDA_Groom and MetaHuman eye color controls, as those are only supported with the MetaHumans SK meshes.
Make sure to use the proper material slot names, depending on your imported MetaHuman, as described in Anatomy Profile > Skin Material Sets.
[V8] Additionally, some parts of the in-game editor will look differently compared to the one shown in the video, as also described in Anatomy Profile > Using MetaHuman Anatomy and BP_CDA_Groom.
The following video shows you the following contents:
[YouTube Sexol4-SueA?start=210]
The Character Editor comes with a placeholder skeleton SK_Mannequin_UE5
, since the Meta Human skeleton metahuman_base_skel
cannot be offered through the Marketplace.
If you want to use or Anim Blueprints ABP_Manny
and ABP_Quinn
with a Meta Human that is using skeleton metahuman_base_skel
and might see the following warning, you need to make additional changes.
Warning: AnimBP ABP_Quinn_C is incompatible with skeleton metahuman_base_skel, removing AnimBP from actor.
You can make the skeletons compatible by opening SK_Mannequin_UE5
and navigate into Window
> Asset Details
> Compatible Skeletons
. Once there, add metahuman_base_skel
.
Repeat the same step for metahuman_base_skel
. Open it and select SK_Mannequin_UE5
as the compatible skeleton.
Now, ABP_Manny
and ABP_Quinn
can be applied to meshes that are using the skeleton metahuman_base_skel
.
The Character Editor comes with placeholder meshes SK_ma_UE5_meta_body_IK
and SK_fe_UE5_meta_body_IK
that also implement basic foot IK functionality, which is avaliable on the UE5 third person example from Unreal.
Unfortunately, at the time writing, when using imported Meta Human meshes, they do not come with the relevant IK bones for that functionality. That's why legs will not move, i.e. feet are stuck on ground.
To change this, you have two options:
Fix the foot IK by downloading this updated example f_tal_nrw_body_IK.fbx and m_tal_nrw_body_IK.fbx to replace yours in engine after importing a Meta Human. Those meshes contain the relevant IK bones and should fix the issue right away. Simply re-import them onto your imported Meta Human meshes.
If you have problems, feel free to contact us.
Disable the basic foot IK completely in ABP_Manny
. Open the Anim Blueprint and connect the Slot 'DefaultSlot'
to Control Rig (Age)
as shown below.
In case some Character Editor features, like Weight
or Muscles
sliders might not work correctly, e.g. only the belly is scaling, a potential issue might be a Post Process Anim Blueprint on the skeletal mesh, that is currently assigned to the Meta Human anatomy in your DT_AnatomyProfiles table.
Some Post Process Anim Blueprint delivered as examples control the arms and legs as our Control Rigs for Weight
and Muscles
do, thus they conflict with each other. Either you remove the Post Process Anim Blueprint or modify the Anim Blueprints yourself sot the Control Rigs work together.
When previewing Anim Blueprints or Control Rigs with SKM_Manny_Simple
or SKM_Quinn_Simple
not all transforms will work since these meshes are missing significant bones. Please, use SKM_Manny
or SKM_Quinn
, respectively.