Hi all, I think it would really help small dev teams and solo creators if we had the option to generate a fully combined Metahuman (head + body) with a single mesh/skeleton setup. That also supports full facial animation and body animation! The workflow to merge them right now is tedious, error-prone, and causes major issues with facial rigging and animation systems.
I thought metahumans did have a single skeleton. It’s just the different parts of the mesh used that same skeleton. Breaking it apart actually also helps because you can replace the head if you want a different head or change the body only. Assembling the different parts in a blueprint can be challenging the first time it’s all put together. After that first time you get to appreciate the different parts.
If you really do want to combine the parts you can export them to a 3D Content Creation (3DCC) app like, Blender or Maya and combined them there, then reimport to UE. That process can be hard, but you got to learn it for using any 3DCC with Unreal. For reimporting from Blender it is extra hard importing skeletons because Blender doesn’t support the joint orientation that Maya and UE use. This means if you don’t import or export right or change the orientation in Blender it will not conform to the UE default skeleton.
If you talk about specifically what problems you have with it being broken into parts we might be able to help.
Yeah, they do have an option during the creation process of making a Metahuman up in the tools tab you’ll see export combined skel mesh, but it doesn’t support facial animation and all the features. I can combine the mesh and the bones and stuff in blender but where I have issues is when I export it back into Unreal 5.6, I don’t particularly understand all the stuff that comes with the metahuman I don’t know what I need to change in the ABP’s and all that to get my joined armature working fully again. I was kind of wondering if anyone else was trying to do the same thing as me or has found a solution.