Reallusion metahuman9/5/2023 ![]() ![]() ![]() In the Content Browser, go to the Mannequin/Character/Mesh folder, and open the UE4_Mannequin_Skeleton file. For example, the spine bones of a MetaHuman need to be remapped, whereas each hand's metacarpal bones do not since there is no data from the UE4 Mannequin that requires remapping. These skeletons have similar bone structures but, because MetaHumans have some additional bones, you need to remap these before you can successfully retarget them. Unreal Engine includes a humanoid rig that you can use with both skeletons. In this step, you will use the Retarget Manager to set up the skeleton rig and reassign some of its target bones in the bone hierarchy.īoth the UE4 Mannequin and MetaHuman skeletons are bipedal humanoid characters. (Optional) If you want to use your MetaHuman as a playable character, complete the Using a MetaHuman as a Third Person Character in Unreal Engine guide first. If you want to animate a Preset character using this method, you must create a new MetaHuman based on that Preset and download that MetaHuman instead.įollow the Getting Started with MetaHumans in Unreal Engine guide to download and export your MetaHuman to Unreal Engine. Preset MetaHumans do not come with these pose assets. Currently, retarget pose assets are only included with custom MetaHumans. ![]()
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