MetaHuman for Maya is a collection of tools that provide a way to use and edit certain parts of a MetaHuman character in Maya.
After downloading and installing MetaHuman for Maya, three tools are available; Character Assembler, Expression Editor, and Groom Exporter. Most of the tools use as input the MetaHuman assets assembled from a MetaHuman Character asset in Unreal Engine using the DCC Export assembly pipeline.
Character Assembler
The head, body and textures of a MetaHuman character can be assembled in Maya using the Character Assembler tool, replacing the use of Quixel Bridge.
Expression Editor
With Expression Editor, users can calibrate the face rig of a MetaHuman to achieve a closer likeness, using scanned or sculpted data based on the MetaHuman topology and rig definition. The calibrated head can be imported into a MetaHuman Character asset in Unreal Engine.
Groom Exporter
The Groom Exporter tool can be used to export strand-based grooms created using XGen Description in Maya as an Alembic file, ready to be imported into Unreal Engine as Groom and Groom Binding assets and used with a MetaHuman Character. The Groom Exporter can be used with the Starter Kit available on Fab.
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Installing in Maya
Steps for installing MetaHuman for Maya.
Character Assembler
Guide for assembling a MetaHuman Character in Autodesk Maya.
Expression Editor
Calibrate a MetaHuman head rig using scanned or sculpted data.
Maya Groom Exporter
Guide for exporting an XGen Groom from Maya to Unreal Engine.
Maya Groom Starter Kit
A source project for Maya demonstrating XGen and a basic groom setup in Unreal Engine.