Metahumans with custom body proportions?

Hi everyone!

I need to fit metahuman skeleton to a 3dscan. So what is the proper workflow of doing so?

More specifically:
-what is the proper way to move body joints in maya? and on what version of rig I should do it : on fbx exported from ue or maya project from bridge?
-how to setup RBF on corrective bones in UE? I know I can fix deformations in maya using PoseWrangler tool, but how to export it back to ue pose assets?

I can’t find any tutorials or documentation on how to customize body proportions. That’s seems strange to me, does nobody need to do that? At least there should be some people who working on stylized humanoids, but there are none

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  1. Use the Move Skinned Joint tool in Maya ( Skin > Move Skinned Joint ), possibly using the source file that you can get from Bridge, which already has all the corrective joints PoseWrangler already made

  2. If you’re using the source Maya scene, everything is already done, but I assume that the 3d scan pose is the same as the MetaHuman default pose.
    If not, you could either:

  • Use lattice to bend the arms so that the orientation will be the same as the MetaHuman pose
  • Move your joints, adapting the skeleton orientation/location to that of your 3d scan, then create a new bind pose for your MetaHumana skeleton.
    For convenience ( and what mentioned below ), it would be better to have the same default pose from the Mannequin, so A-Pose with forearms bended.
  • Inside the Poses folder ( MetaHuman > Common > Male > Medium > NormalWeight > Poses ) you’ll find all the ROM animations for the correctives used with the RBF node, so you could simply export the FBX for each one and create new ROM poses based on your 3d scan character, or you can simply retarget them after you imported your 3d scan skeletal mesh character.

Let’s say that MetaHuman customization is not super easy, but doable knowing what you need to do and what needs to be changed/updated.

A lot of people just add clothes on top of the existing skeleton, without changing much, so is just either skin transfering from the body, or straight up skinning.

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Hi, thanks for this info. Im trying to make better correctives by exporting, editing and reimporting the ROM animations in the Poses Folder.

My workflow:
I exported the ROM FBX and in Maya, for each frame, inserted my own custom sculpt for that frame’s pose, as a keyed Blendshape.

I tried exporting it back to UE, but the blendshapes dent come through. I also tried baking the BS into ROM anim with bake simulation, with no success.

Do you mind to clarify the correct workflow? And also the UE import settings (imp skeletal mesh etc)? Theres little info on all this, so I would greatly appreciate any help.

Thanks