I’m trying to do some live content using mocap with a MetaHuman, but the animation of the MetaHuman’s thumb is awkward, so I want to modify the joint or weight of the thumb to make it work.
First, I want to try repositioning that joint between the thumb and index finger, but I’m having trouble when I modify it in Maya and import it back into Unreal.
What I did was to export the MetaHuman’s f_med_unw_Body.FBX into Maya, unbind it, modify the joint positions, bind it again, and import it back into Unreal.
When I import the modified FBX back into Unreal and apply it to the MetaHuman Skeleton, I get the following warning that the MetaHuman’s skeleton has not been merged.
And in this state, if I applied the live link, I could see that the bones in my hand were coming in with an abnormal twist.
Is there something wrong with what I’m trying to do, or is it not possible to modify the joint structure of the original MetaHuman or the character itself?
I need help