This latest release introduces an exciting Mesh to MetaHuman feature—part of a new experimental MetaHuman Plugin for Unreal Engine—as well as support for the new character rigging, animation, and physics features in Unreal Engine 5. MetaHuman Creator also gets new options for hair and clothing, together with additional facial animations and body poses. Find out more!
The MetaHuman Plugin for Unreal Engine’s first major feature, Mesh to MetaHuman, enables artists to take their own custom facial mesh and convert it into a MetaHuman, fully rigged and ready to animate. They can then further refine their character in MetaHuman Creator.
Starting with a textured mesh created using scanning, sculpting, or traditional modelling tools, Mesh to MetaHuman uses automated landmark tracking in UE5 to fit the MetaHuman topology template to it, combining it with a body type of the artist’s choice from the MetaHuman options. This template is then submitted to the cloud, where it is matched to a best-fit MetaHuman derived from the database. This mesh is then used to drive the facial rig, while the deltas from the original mesh come along for the ride.
Once they have transformed their static mesh into a MetaHuman, artists can immediately download it, or open it in MetaHuman Creator, where they can play through the animations and see it instantly come to life, and continue to tweak and enhance it.
While some elements like hair and skin textures will need to be reauthored or reapplied either in MetaHuman Creator or within a tool of choice, Mesh to MetaHuman means artists can get a starting point for a fully rigged digital human from their unique static mesh in minutes.
Check out the tutorial to find out more about how it works.
- New UI for the blend, sculpt and move functions
- Added Custom Mesh side panel for characters created with Mesh to MetaHuman. This panel allows geometry fine-tuning per face region and character unlock functionality.
- Added icon to distinguish custom Mesh to MetaHuman from the gallery
- Improved normal maps to preserve details in lower LOD faces
- Added new clothing items
- Tops: Crewneck T-shirt
- Bottoms: Yoga Pants Mid Thigh Length, Yoga Pants Full Length
- Shoes: Running Shoes, Loafers, Oxfords
- Added 30 Print options, with up to 4 colors.
- Added 34 Graphic options, with up to 3 colors.
- New UI to accommodate new animations & UE5 styling.
- Added auto stop/start when entering panel where animations are required to “stop” to continue e.g. Body Proportions, Face Blend, Skin & Teeth.
- Updated warning messages to UE5 styling.
- Added new animations
- Facial Poses x 5: Happy, Sad, Anger, Fear, Surprise
- Body Poses x 6: Artistic, Emotional, Fashion, Peace, Sport, Fight
- Facial Loops x 10: Happy, Sad, Anger, Fear, Amaze (with A & B options)
- Updates to pre-existing animations
- Body ROM
- Face ROM
- Added Ombre and Highlights to all grooms that can support it.
- Added Color Regions to Mohawk, Faux Mohawk and pulled back hairstyles.
- Added 13 new hairstyles.
- Added 4 new eyebrows.
- Added 1 new eyelash.
- Added 3 new mustaches.
- Added 3 new beards.
- Added further LOD support for existing grooms.
- Support for Unreal Engine 5 MetaHumans and Mesh to MetaHuman exports.
- Io, from The Matrix Awakens: An Unreal Engine 5 Experience, is now available as a featured MetaHuman in Bridge, to download and add to your UE5 projects.
- 6 new MetaHuman presets are available.
- Existing MetaHuman presets have been updated with the latest features.
- The sample, including MetaHumans Ada and Taro, has been upgraded to use Unreal Engine 5.
- Timecode support for audio, body and face, viewable in Sequencer.
- Added a Ragdoll Level to showcase the active ragdoll technology where MetaHumans fall realistically and can blend with get-up animations from their ragdoll state.
There have been 3 new lighting presets added, created for The Matrix Awakens: An Unreal Engine 5 Experience, that were used in various parts of the dystopian city featured in that project, including Rooftop, Downtown Night, and Underpass Night.
Added VersionInfo file for specific MetaHuman character assets to allow for MetaHuman compatibility with engine versions.
Added features to existing MetaHuman Control Rig:
Simplified graph using Functions
IK Spine and Neck
Reverse Foot Setup
Soft IK on Arms and Legs
Compatible with UE5 character tools
Active ragdoll physics
Built-in IKrig support for retargeting motions between any MetaHumans
Backwards compatibility with UE4 Mannequin animation
The latest MetaHuman Creator now uses Unreal Engine 5. To ensure we remain compatible with MetaHumans in UE4 projects we have created a version selection screen allowing users to choose their version of MetaHuman Creator that matches their Unreal project. MetaHumans created in UE5 are not compatible with existing UE4 projects. Please re-export any UE5 MetaHumans for your UE5 projects.
All UE4 MetaHumans prior to release have been duplicated as a UE5 MetaHuman. This is a one-time operation to ensure users have all of their MetaHumans available for edit in the latest MetaHuman Creator. Please note that UE4 and UE5 MetaHumans are treated as independent, locked to their respective versions. Therefore any changes in UE4 MetaHumans will not be visible in the UE5 version of your MetaHumans, and vice versa.
To export UE5 MetaHumans to UE5, you will need to use the Bridge plugin available inside of UE5. This is not available in the standalone version of Bridge. Likewise, the Bridge plugin will not display UE4 MetaHumans.
Upon importing your UE5 MetaHuman into an Unreal Engine 5 project, where one or more MetaHumans already exist in that project, there is a chance that the import process will result in some errors, and may not function correctly as a result. We are working to fix this issue and will have a solution out by the next major Unreal Engine release. As a workaround in the meantime, please follow the instructions provided in the dialog, which will require closing and restarting the engine.
The updated MetaHuman sample is currently not available for Mac users.