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Skinning Method in MetaHuman

I’d like to ask what Skinning Method MetaHuman is using for achieving realistic body deformations?

Dual Quaternion Skinning or just Linear Skinning? + morph targets or a different bone setup?

This question is of importance, because I’d like to use MetaHumans and DAZ characters together in one project.

It is linear skinning, but with helper joints driven by a number of PoseDriver nodes, to improve deformation. You can see this all set up in the AnimBP.

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Hello, Is that you mean the way you mentioned just used for body deformations?
Is it also be used for face deformations?

The face is mostly joint driven as well, but there are blend shapes for LOD0 to add an additional layer of polish.

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Thanks a lot!