Live Link Face
The iOS and Android applications used to generate animation with MetaHuman Animator.
On iOS, the application can be used with Live Link to generate animation in realtime, or in conjunction with Live Link Hub on Unreal Engine to solve animation offline from depth data.
On Android, it is used with Live Link to generate animation in real time.
MetaHuman Animator
MetaHuman Animator is the collection of Unreal Engine tools used to solve animation from different forms of performance capture data (i.e. audio, video or depth data), whether in real time or offline.
MetaHuman Assembly
The MetaHuman Assembly is the ‘usable’ form of the MetaHuman character, typically represented as a Blueprint and network of related assets in Unreal Engine or UEFN. It is the assembly (via the Blueprint) that is added to a level.
For MetaHuman Creator in Unreal Engine, it is the result of running an assembly pipeline such as ‘UE Cine’. For MetaHuman Creator in the Cloud (Unreal Engine 5.5 and earlier), it is the result of adding a MetaHuman to an Unreal Engine project using Quixel Bridge.
MetaHuman Character
A MetaHuman Character is the editable form of a MetaHuman.
As an asset in Unreal Engine 5.6, the asset editor is known as MetaHuman Creator. It is the source asset from which a MetaHuman Assembly is created.
MetaHuman Creator
This can refer to either MetaHuman Creator in the Cloud, the original web application for creating and authoring MetaHumans, or MetaHuman Creator in Unreal Engine released as part of Unreal Engine 5.6.
MetaHuman DNA
DNA is a proprietary file format used to represent the behaviour, geometry, definition, and description of a MetaHuman head and body.
MetaHuman Identity
The MetaHuman Identity is used to represent a performer (real or crafted). The identity is populated using one of the Mesh to MetaHuman workflows (from video footage, from mesh, or from template mesh). It is required when solving animation from depth data.
It can also be used to conform the head in a MetaHuman Character asset.
Parametric Bodies
Produced by the Parametric Body System introduced in Unreal Engine 5.6, parametric bodies are continuously adjustable within the constraints imposed by the database. In comparison, MetaHuman Creator in the Cloud only allows users to select one of 18 fixed body archetypes.