Why are Metahumans so heavy to run?

I remember games from a couple of years ago that only in cutscenes there was proper limbs deformation ( bicep/forearm ), while in game everything was just standard skinning with maybe a twist joint on the forearm, so at least in Unreal with the use of the Pose driver ( which is basically a conversion of the RBF node developed by Hans Godard ) you have a very powerfull tool to manage limbs and mostly upper body deformations, and most important of all, you can easily repurpose the entire setup across characters, and it saves so much time that is a game changer.
Consider that some tech artist also repurpouse the entire joint based facial rig, so that it’ll work on pretty much every face, without going thru Metahuman Creator.

The tech they developed is very useful, but is targeted mostly to devs who are capable of either doing customization of it or use it as a foundation for their project.
The entire LOD setup, if used properly, can give you the results you want, and if not, you can always create your own version with your own custom tools.

The facial rig alone is a better and advanced version of the Snappers rig ( theirs was 12/15k if I remember correctly ), and the fact that you can upload your mesh and have a facial rig in a couple of click is something that seemed impossible, but the people at 3Lateral know what they’re doing.

The docs are usually bad or updated way later after the release of their tools, tutorials are often not that great ( Epic ones are good, but sometimes I also forget that there is a tutorial section on the forum ), and you need to dig a bit to find what you’re looking for, but to have access to this tech basically for free ( if you just want to study ) is just amazing.

The bad part of all this is that people expect to drag&drop asset and assume that everything is already done for them…well, this isn’t how game development works.

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