I still don’t understand what you mean lol (sorry I barely slept anything last night). Are you talking about “MetaHuman Extra Tools” or “MetaHuman Conform Topology”?
MetaHuman Extra Tools is a Maya plugin that I released. It complements Epic’s own “MetaHuman for Maya” plugin.
With MetaHuman Extra Tools you can edit your MetaHumans as combined meshes in whatever application you choose, and the plugin will figure out the correct joints placement, pose fixing, etc, generating new DNA that you can use to update your MetaHuman in MetaHuman Creator. It will work better than the “Conform from template” option from MetaHuman Creator. https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools
or https://www.fab.com/listings/22f90398-c29e-4b74-a80a-9c5b5ae19d47
Sorry, I should attach the image earlier.
It’s this blend funcion. I thought the presets below are dna files, which could be generated with your plugin. And then could enrich the data base. However, they are character files in the end.
Yes, with MetaHuman Extra Tools you can generate DNA files to update a “MetaHuman Character” asset. You can then drag that asset into the presets library, body blend library or head blend library, and use it like any other MetaHuman.
My problem is that I was trying to use BRIDGE to get the mesh, but when I use the one from Unreal 5.6, it saves them as uassets, and exporting such a uasset into fbx doesn’t work ( wrong topology). Then, when I try to use the BRIDGE standalone app that I used previously, it doesn’t let me download any metahumans and asks me to use the UE Bridge instead.. So it’s an unbreakable cycle. Does anyone have a reliable way to export the head mesh so that it is usable?
You can download the default meshes here: Default_MetaHuman_meshes.zip
If you’d like to download meshes for a particular MetaHuman I would suggest you use the plugin I made: https://youtu.be/IjJLoT-2RLk
You can then edit those meshes and generate new DNA to update your MetaHuman.
By the way, Bridge is being discontinued, you should stop using it.
Nice!
About the feet, same thing, check the files in your DCC. If you are using Maya, make sure you use Freeze Transformations and the pivot is at origin.
I assume the path would be to have a 5.5 or lower project, download it with Bridge, then export the FBX or migrate. Personally I’m still iffy about 5.6 Metahuman because it didn’t have standardized shapes which gets iffy for modular characters.
Even though Bridge is getting phased out, I think it’s still the only way to get legacy Metahumans. I imagine that’ll be added to FAB before it’s gone because not everyone is going to use 5.6.
You can still use the old 18 body presets in 5.6. You need to activate “show compatibility mode bodies” (from the MetaHuman Character plugin) in your project settings. Then in Creator, you can find them under Body>Model>Fixed.
I would suggest jumping to 5.6 as it introduces many changes to the whole MetaHuman system. It’s probably the biggest update in over 5 years.
Please, as you seem already experienced in this area, this looks related to the ML Deform Sample project being broken in 5.6, when you press the Play button.
Could any of you check that sample project, please?