UE 5.6 Custom Metahuman Auto RIG Skeleton offset issue

Hi, I created a custom metahuman, but I noticed that there is a skeleton off from the body. Which it leads to body deformation while operating control RIG.

Hi Ayyappa,

When you say “custom MetaHuman” do you mean this is a custom character you’ve created using MetaHuman Creator in Unreal Engine or that it has been customised beyond that?

Hello Mark,

Thanks for your reply. I sculpted the MH base topology mesh in Maya and imported UE 5.6 as static mesh. In MetaHuman Creator I used this static as a template mesh. In this process, I noticed the joined are offset from the body mesh. To resolve this, I messaged you and also I followed a tutorial which gave me the solution using “2DNAX” Plugin in maya. YouTube

Few characters are good. But few are deforming when I attach controll rig. The controllers are also not in position. I am attaching the reference images. Please check.

We appreciate your quick solution. We are in very tight deadline schedule. Thanks

[Image Removed]

Talking with the engineering team, the poor joint placement is typically due to either the pose being different from the standard MetaHuman A-pose or the proportions of the character being at (or beyond) the edge of what is represented in the database used by Creator. In particular, the results might be unsatisfactory for heavily stylized characters, those with extreme non-human proportions, or highly asymmetrical features.

If you are adjusting the joint positions before conforming, ensure to use the “Fit from Mesh and Skeleton” alignment option to maintain the original joint hierarchy and naming conventions.

We are looking to improve the workflow limitations in a future release, however its hard to say if they would cover the example you have here. If you are able to share the static mesh we might be able to understand where the issue is in more detail; this would help us validate the planned improvements and inform any future improvements. We’re not able to fix specific assets, however.

Unfortunately we’re not in a position to be able to comment on third-party plugins or tutorials such as 2DNAX.

Hi, Many thanks for your response. I really tired of to find the solution. I am attaching the body mesh of three different proportions. Please check and give us the solution. Awaiting for your solution.

Regards

Hey,

The problem here is the slight pose misalignment. We are working on addressing this for the next release where our conforming feature will be able to deduce the pose of the provided mesh and repose it to MetaHuman A-pose

As a workaround for now you can ensure your mesh aligns with a MetaHuman pose. The team have suggested the best way to approach this is to use the body parameters in MHC and making the base MHC character asset as close as possible to your desired body type, then use DCC export and sculpt surface level tweaks without changing the pose.

Hope that helps!

Cheers

James