Custom scale meta-human

Hi we want to change the proportions from the meta human to fit our mocap actor EXACTLY. In Maya we can do this by simply changing the _drv joint lengths and bind a new body mesh to the result skeleton. But in UE this is not so clear for us with all the elements being separate etc. How can we pipe the body proportions through ?

The in depth tutorials don’t mention this only adding additional joints…

I am unsure how the corrective joints are implemented in UE, as i see there a lot of ‘pose assets’ linked to the anim …, are they overwriting the applied animation post import or how is that working?

any more tutorials explaining all this are much appreciated as most ppl are just swapping meshes without doing any changes to the body rig.

thanks Tristan.

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Did you ever resolve this? If so, how?

I think the Mesh Morpher plugin will allow you to do this. It’s not free but it’s likely what you’re looking for. It should preserve the join deformations. I’d pick a template that’s the closest match to your actor initially, then run the wrapper.