This pack contains four body presets which can be used to create parametric clothing on, which should provide a good starting point from which to blend to other body shapes in MetaHuman Creator. If you want to create a parametric garment with four “sizes,” these four bodies are recommended to provide good coverage for a four size garment. This pack contains four body presets. Drag them into the “All Assets” section under the Body in blending mode, and double click to apply these body shapes to your MetaHuman.
This pack also contains FBX files of the four presets with bodies and heads combined, ready for use in garment creation in your DCC of choice.
Note* Please download the zip file under additional content to get all bodies and FBX files. This zip file contains multiple mhpkgs- one per body- and the corresponding FBX files. The main mhkpg file associated with this listing is only a single preset body as opposed to all, due to current limitations.
Features:
A pack of four body presets to be used with MetaHuman Creator
Also contains .fbx files of those body presets
For any questions or support regarding MetaHuman, please get in touch here.
Hello, I believe there is a bug with the included FBX’s. When attempting to use them in a resizable OutfitAsset, in the Source Body Parts slot, it scrambles the mesh like this:
After trying everything else I could think of to debug, I swapped the Aof4 and Bof4 for the bodyShapeG and bodyShapeH meshes included with the TechwearOutfit example, and it worked, correctly switching the sizes between the 2 cloth assets:
I believe I’ve tracked this down to being (another) Interchange issue. If I just grab bodies from the Techwear example and copy them over directly in Unreal, it works great, but I just had this happen when I imported the bodyShapeG and H fbx’s that I had exported from that same Techwear example previously.
So, I think interchange import is doing something to the meshes that’s causing this behavior. Are you also experiencing the issue where there is no options dialog box when importing an FBX? I’ve had that issue, which ruins the normals on my meshes because it recalculates by default. The solution, since you can’t disable Interchange completely if you’re doing anything with ClothAssets, is to use “Interchange.FeatureFlags.Import.FBX 0” in the console to disable it just for FBX import.
So far, this has fixed my import dialog issue, so I suspect this will also fix the scrambled outfits too.