MetaHuman Custom Base Mesh – I’m Really Confused
I created my MetaHuman, and everything seemed fine at first.
I exported two meshes: the head and the body.
Each export includes a rig, blendshapes, and a bunch of extra components for the eyes—like eyelashes—which I specifically disabled in Unreal Engine, but they still show up in the export.
So now I have two FBX files: one for the head and one for the body.
When I open them in Blender, there’s a lot of extra stuff included: eyeballs, eyelashes, teeth, mouth parts, etc.
What I want:
I just want a clean MetaHuman base mesh that I can use with ZWrap—no extras, just the basic body and head geometry.
The issue:
Even though I disabled the eyelashes in Unreal, they’re still being exported.
How do I get rid of all the extra parts and just keep the base mesh for wrapping?
P.S. If I re-import the two parts I just exported from the engine and use the Conform feature, it immediately says the topology is incorrect for MetaHuman. I haven’t even touched the files besides exporting them.
What good is this groundbreaking tech if no one can even get it to work?
And please, don’t link me to any YouTube videos. None of them work.
step 1
step 2. export out these 2 fbx files- ( No edit just export)
step 3. import body and head.
step4. Conform with these two files.
step 5 Result. Spagettit on all diffrent modes. adpet neck on and off, no eye , yes, use teath, , and all scaling propertis . this is
B R O K E N.
Come on man Dont relase producs like this.
its not a vertex order probem because i havent editet ANYTHING.