Tutorial: MetaHuman: DNA Calibration Deep Dive

Hi everyone.

I’m trying to replicate this in UE 5.5 using the UnrealFest files provided, but seems I’m getting unexpected results. After successfully executing the script and generating the lods (or so I think) with the scripts provided for maya and doing the reimport following the tutorial of the face I get this:

Disabling postprocess animation blueprint seems to bring back the intended look but on closer inspections of the joints, seems like the face joints are offseting for some reason (is true that I observed a similar result to the following on Maya at the end of the lods export process):

Loading the final .dna generated by the script in maya again shows a perfectly working face with its facial rig with no errors and no offsets.

I’m a little lost here. I think the error is on the maya side but not sure if it comes from my settings or it has to do with something related to the script execution.

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