Epic Games - MetaHuman Animator Markerless Motion Capture Plugin

Designed to extend MetaHuman Animator in Unreal Engine, this plugin generates body animation from standard video footage. Whether you're shooting on a phone at home or using a higher-end setup in a studio, your video becomes animation that you can drop straight into your creation—no markers, no suits, no motion capture stage required. Full performance capture is now available to everyone, right within Unreal Engine.

Everything runs on your own machine. Your footage never leaves your workstation, and the resulting take can be refined and adapted within Sequencer just like any other animation. Face and body can even be captured together, building on MetaHuman Animator's existing face solve.

Key Features:

Markerless Body Capture: Generates full-body animation, including hands, from your video footage, ready to drive the MetaHuman skeleton directly or retarget to other character types.

Local Processing: Runs entirely on your own machine—no cloud, no credits, no hassle.

Flexible Face and Body Capture: Adds body animation alongside MetaHuman Animator's existing face solve from a single video source, or pairs body capture with face footage from a separate phone or head-mounted camera.

Scripted Automation: Uses the same assets and processing flows as the rest of MetaHuman Animator, with automation available through Python and Blueprints.

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Tutorial?

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Working on one

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Pls!!! :smiling_face_with_tear:

As a first release results are pretty good!

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It’s a simple workflow:

  1. Enable the plugin

  2. Create MetaHuman Performance actor and Capture data (Footage) actor

  3. Prepare the footage (convert your movie into jpg sequence) Use Handbrake or Claude Code to do it for you.

  4. Put your images into Content/Movies folder

  5. Open Capture data (Footage) actor and click Create New image sequence actor (where you link the images)

  6. Open MetaHuman Performance actor select you image sequnece actor and checkbox “Body tracking”

  7. Click “Processing” and wait until all 5 passes are complete. *it might be very long"

  8. Then Export your animation or level sequence

  9. Done

About point 3 and 4, you can just use LiveLinkHub to ingest the footage in bulk ( using Take Archive Ingest ), and then use it in MH Performance.

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