This page demonstrates how to import a MetaHuman into Sequencer. Use this page as a starting point to learn the basics of MetaHumans in Sequencer before you move on to the other tutorials in this section.
Required Knowledge and Setup
To understand the contents on this page, you should have working knowledge of the following Unreal Engine features:
Importing a MetaHuman into Sequencer
This section shows how to create a new Level Sequence Asset and add a MetaHuman to it.
Drag your MetaHuman from the Content Browser into the Level Viewport.
Right-click in the Content Browser and, from the context menu, select Cinematics > Level Sequence. This creates a new Level Sequence Asset.
Double-click the Level Sequence Asset to open it. This opens a Sequencer window.
In Sequencer, click Add Track, and then select Actor to Sequencer > Add BP_MetaHumanName, where
MetaHumanNameis the name of your MetaHuman. This tutorial uses the Kioko MetaHuman Preset, so the Blueprint to add is namedBP_Kioko.
After following these steps, you should see something similar to the screenshot below:
Animating MetaHumans with Control Rig in Sequencer
In Sequencer, the MetaHuman’s tracks are split into two major groupings:
Body, which contains the
MetaHuman_ControlRigand all of its controls.Face, which contains the
Face_ControlBoard_CtrlRig(also referred to as the Face Board or Facial Rig) and all of its controls.
The screenshot below highlights the major areas in the Editor when working with Control Rig controls. Selecting one or more controls in the Level Viewport (1) highlights the track of the selected controls in Sequencer (2) and opens their Transform values in the Anim Details panel (3). You can also create a keyframe of the current pose from the Anim Details panel by clicking the Keyframe button (4).
Next Up
Retarget MetaHuman Creator Animation
Retarget the template animations provided by MetaHuman Creator for your character.