With the release of Unreal Engine 5.6, I made a custom MetaHuman, using the mesh to metahuman workflow and I was impressed by the quality of transfering the facial features 1:1.
What I am struggling with instead are the teeth.
I’d like to make some vampire fangs in my DCC and import them back to Unreal.
The problem is that I can’t seem to find an up to date tutorial showing this process in the
most streamlined way.
I can’t find a way to export the face, do the change and making sure the system doesn’t break once you try to import it back to Unreal.
Would I need to export all the LODs and Morph Targets to avoid breaking?
Any suggestion would be very much appreciated. Many thanks!
After two days of trial an error, I am giving up the idea of exporting the whole skeletal mesh of the head to my DCC.
Instead, I believe that the best route is to work with static mesh only FBXs, having the Face, Eyes and Teeth as separate files with the right vertex order, that doesn’t break when reimporting.
I managad to extract the face (no eyes and teeth) with the right vertex order, using the console command: “mh.Identity.ExportMeshes 1”. From the MH Identity panel of my character.
To test if the mesh was ok, I made a change in my DCC without changing the topology. And reimporting it into Unreal worked fine.
Now, I’d like to extract the remaining meshes Eyes and Teeth but I am still figuring how.
I think these steps should me more streamline, but it is very likely me not knowing the MH ecosystem enough.
If you guys could help me in figuring out what could be the best way to export these 4 meshes (Face, LTEye, RTEye, Teeth) out from Unreal to a DCC without loosing the vertext order?
Also because, there is a way to import them individually back to unreal via the MH Character / Conform Panel.