Custom MetaHuman Integration Pipeline (Without Third-Party Plugins)
This method enables integration of custom characters into
the MetaHuman framework while preserving key facial and body functionalities,
using only native tools in Maya and Unreal Engine.
Facial Setup Workflow
Requirements:
- A
MetaHuman scene opened via Quixel Bridge or another source.
- The
MetaHuman character must have a functional control rig with properly
skinned body and face.
- A
custom character head that uses MetaHuman topology and identical vertex
order.
Steps:
- Import
Custom Face:
- Import
your custom model into the MetaHuman scene.
- Connect
Blendshape:
- Select
your custom face.
- Shift-select
the MetaHuman face.
- Navigate
to Deform > Blend Shape in Maya to create a blendshape node.
- Activate
Blendshape:
- Open
the Shape Editor.
- Activate
the custom-to-MetaHuman blendshape slider.
- If
the topology and vertex order match, the blend will function correctly.
- Resolve
Hierarchy Issues (Input Order):
- Right-click
on the custom model.
- Go
to Inputs > All Inputs.
- Drag
the newly created blendshape node below the default MetaHuman
blendshape node.
- This
resolves control rig dependency issues.
- Test
Facial Controls:
- Test
any facial control via the MetaHuman Facial Control panel.
- Controls
should deform the custom mesh correctly.
Important Considerations:
- This
method provides basic functionality for human-like characters.
- Characters
with non-human proportions (e.g., large eyes or unique facial structures)
will require customized or modified blendshapes.
- It is recommended
to edit existing MetaHuman blendshapes as they provide a solid base.
- If new
shapes are added (not edited), Maya will not export them due to DNA
file restrictions.
- Blendshapes
in Maya are linked to the DNA file, specifically rl4Embedded >
BsOutput.
Exporting Meshes
Face and Head Export:
- Select
the DHI joint chain hierarchy and head mesh.
- Export
as FBX.
Body Export:
- Blendshape
your custom body to the MetaHuman body.
- Select
the DRV joint chain and the body mesh.
- Export
as FBX.
Unreal Engine Import
- Import
the head FBX with the DHI skeleton.
- Import
the body FBX with the DRV skeleton.
- Follow
the MetaPipe export tutorial for import settings.
- Replace
the default meshes in the MetaHuman Blueprint with your custom
assets.
Restrictions & Limitations
- Blendshape
Route:
- You
retain MetaHuman expressions and controls.
- Visual
appearance may partially revert to the default MetaHuman face.
- Offers
editable blendshapes but not support for newly added ones.
- Skin
Weight Route:
- You
retain full control over the custom face appearance.
- Requires
creation and manual connection of all new blendshapes to the
controller.
- Only
edited default blendshapes are recognized by the MetaHuman system.
Additional Notes
- Avoid
adding new blendshapes to the existing node—only modifications to
existing targets are supported for export.
- New
blendshapes must be integrated manually in Unreal's MetaHuman
Controller to function.
Add Blendshape to Custom Metahuman
This workflow allows for direct creation and import of custom blendshapes into the MetaHuman framework, bypassing MetaPipe while maintaining control via Control Rig in Unreal Engine.
In Maya: Creating and Exporting Custom Blendshapes
Steps:
- Create
Blendshape:
- Select
the face mesh.
- Navigate
to Deform > Blend Shape to create a new blendshape node and add
a target shape.
- Modify
the Shape:
- Modify
the shape without activating any facial controls.
- You
may:
- Use
Maya’s Shape Editor for direct vertex editing, or
- Create
shapes externally (e.g., in ZBrush) and import them back into
Maya as targets.
- Attach
External Shapes:
- If
using ZBrush or other DCCs:
- Ensure
the imported shape has matching topology and vertex order.
- Attach
it as a target to the existing blendshape node.
- Prepare
for Export:
- Select
the DHI body joint chain.
- Select
the face mesh with the updated blendshape.
- Export
the mesh as FBX.
In Unreal Engine: Importing and Hooking to Control Rig
Import:
- Import
the FBX using MetaPipe settings, or reimport using the existing
MetaHuman skeleton.
- Confirm
that the new blendshape (morph target) appears in the skeletal
mesh.
Modify the Control Rig:
- Locate
Control Rig:
- Navigate
to MetaHuman > Common folder.
- Locate
Face_ControlBoard (Control Rig for facial controls).
- Duplicate
it to avoid modifying the original asset.
- Update
the Control Rig:
- Open
the duplicated Control Rig asset.
- In
the Rig Hierarchy, find the Root.
- Select
your custom MetaHuman mesh under the hierarchy.
⚠️ Important: This step must be repeated every time you import a new blendshape to update the reference mesh.
- Map
New Blendshape to Control:
- Find
the control you want to modify (e.g., Right Eye Blink).
- Locate
the corresponding “Set Curve Value” node.
- Replace
the curve name with your custom blendshape name.
- Compile
and Save:
- Compile
and save the Control Rig.
- If
it fails to update or show changes, recheck the Root assignment as
mentioned above.
Known Limitation:
- When
using a custom blendshape, it fully overrides the mesh
deformation, meaning it does not layer on top of skin weights.
- This makes it less ideal for subtle corrective shapes or additive deformation workflows.
- Create
Blendshape:
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