Is MetaHuman 5.6 Body Conform feature broken in the public release?

This Python script works in Blender.
I’m working on my own version that is more UV-based.

Using ZWrap for a separate head and body does not corrupt the vertex order.
However, if you want a perfect match, you have to group merge the head and body, then wrap it.

If you just select the two models and merge them, you are merging vertices. ( free to use )

If you need a full body for a perfect head and body match, you need to take these steps:
First, select both models and merge them. You also need to merge the vertices.

The problem is that if you just merge everything, it can bug out because some vertices in the head are stacked.
To avoid this, you should hide most of the head by selecting it and pressing H to hide.

Now merge all the vertices by distance: right-click and choose Merge by Distance.
That should merge the neck with the body (the head is hidden and should not be affected).
Your mesh is now ready to wrap.

Once it’s wrapped, bring it back into Blender.
It’s time to separate the mesh again.
Select the head via the UV editor — basically, select the entire left part.
Now click Separate.
Now you have the head and the body separated.

Now run the Python script.
Use the UV map to make your selection, because the two meshes are not identical so eyeballing the copy phase is hard, because you might end up slecting the wrong phases.
However, the UVs stay the same.

Here’s how it works:
Select 2 polygons from the reference mesh, then select the destination mesh and use Paste Vertex Order. That should fix it.

However, it’s not 100% reliable — a lot can happen to the mesh during these steps, especially when wrapping.
This is a hacky solution until Epic gets their act together and fixes the entire pipeline, because it’s really not optimal in any shape or form.

Go and Make cool stuff now :slight_smile: /Peter