Mutable + MetaHuman Morph Target DNA baking

Hello,

We are doing research for a runtime NPC randomization pipeline and are testing if we can use morph target randomization through mutable on MetaHuman meshes. Our testing so far showed that we can use a mixture of morph targets and pose assets quite effectively to produce sufficient facial variety for the rest pose. However, the DNA data that is associated with the skeletal meshes produced by MetaHuman Creator is not affected by Mutable’s morph stack application or pose asset nodes.

We would like to know how we would go about modifying the Mutable source code so that it adjusts the DNA asset accordingly when we apply a set of morph targets and pose asset deformations.

Thank you.

Hi Manuel,

Speaking with the engineering team, we only support DNA as a passthrough within Mutable which was added in a recent version of Unreal Engine.

You will need to enable the “RigLogic extensions for Mutable” plugin, which makes the Import DNA node available in Mutable. If you assign the skeletal mesh containing the DNA to that node, and then plug its output into the input on the Object node, then the DNA will be sent through to the final character.

However, I suspect this is likely still not sufficient for the use case you describe. MetaHuman integration with Mutable is limited, while modifying DNA data directly (or on the fly) is not trivial or directly supported.

Mark.

I have also encountered this problem. Are there any methods to directly blend two DNAs?

Could you provide some ideas?

Thank you.

Hey there,

Thanks for asking this question, but I’d like to request that you submit this as a separate EPS case. While it has some similarities to the previous question, if a follow-up question is different enough, it will not be easily searchable by users.

Thanks,

Dustin