The Conform controls enable you to define the MetaHuman character’s body proportions using externally modified geometry exported from a third-party DCC tool. This workflow supports the optional customization of joint placement, skin weights, and RBF weights depending on your needs.
These controls are found by navigating to the Body > Conform panel.
Conform Workflow Guidelines
Conforming both the body and head is a two-step process. We recommend conforming the body first to ensure the body/head boundary edge loop correctly inherits from the source (note the available Alignment Options when conforming the head).
Supported Input Formats
You can conform the body using one of the following input mesh types:
All inputs must use the standard MetaHuman mesh topology. If rigging information is to be preserved, the joint hierarchy must also follow MetaHuman standards.
Obtaining a Mesh with MetaHuman Topology
Any external data used for conforming must match the MetaHuman topology.
The recommended approach to obtain a mesh using this topology is to use an existing MetaHuman character with Maya.
Export an existing MetaHuman character from MetaHuman Creator using the DCC Export assembly pipeline.
Use the Character Assembler tool in MetaHuman for Maya to import the character in Maya.
The mesh of the assembled character uses the MetaHuman topology, and can be used as the basis of further modifications.
If you are not able to use Maya, download the MetaHuman Conform Topology asset from Fab and use a third-party application to wrap the provided archetype meshes onto your custom body or head sculpts.
Exporting a Skeletal Mesh asset from Unreal Engine (such as the one found as part of an assembled MetaHuman) as FBX will result in non-conforming topology.
Mesh and Joint Modifications
When editing the mesh, only change the shape. Modifying the vertex count or order will break compatibility.
If adjusting joint positions (and using the Fit from Mesh and Skeleton option), you must maintain the original joint hierarchy and naming conventions.
For best results, ensure the mesh aligns with the MetaHuman A-pose before conforming.
Known Limitations
Be aware of the following limitations when using the Conform controls:
The input mesh must use the MetaHuman topology and joint hierarchy.
If customizing joint positions, the joint hierarchy must not be altered.
Heavily stylized characters, including those with extreme non-human proportions or highly asymmetrical features, may produce unsatisfactory results.
Conform from DNA
Use the Import DNA option to generate the body from an external DNA file.
The DNA file should contain a body-only mesh using the standard MetaHuman topology and rig definition.
Enable the Import Whole Rig option when a 1:1 representation of the rig in the DNA file is required. Importing a DNA with this option enabled will import mesh, joints, RBF, and skin weights from the DNA file, resulting in a fixed, non-editable body type. It will fit a default head to the body at the neck seam.
It is possible to subsequently convert this to a parametric state.
Alternatively, if not importing the whole rig, use one of the three Body Fit Options described below.
Conform From Template
Use the From Template option when you need to generate the character based on information contained in a static or skeletal mesh asset.
Select one of the three Body Fit Options described below.
Body Fit Options
Three Body Fit Options are available:
Fit from Mesh Only
Fit from Mesh and Skeleton
Fit from Mesh to Fixed Skeleton
Each option, explained in the sections below, will result in a Parametric body type. You can save this as a preset for use in blending, or make further adjustments using the semantic/measurement controls.
Deformations include Helper Joints, RBF, and Skinning, all of which are generated from MetaHuman Creator.
| Mesh Only | Mesh and Skeleton | Mesh and Fixed Skeleton | |
|---|---|---|---|
Mesh | MetaHuman DNA file, Static or Skeletal Mesh. | MetaHuman DNA file or Skeletal Mesh. | MetaHuman DNA file or Skeletal Mesh. |
Skeleton | MetaHuman Creator Fitting Process. | MetaHuman DNA file or Skeletal Mesh. | Current Character in MetaHuman Creator. |
Deformations | MetaHuman Creator Fitting Process. | MetaHuman Creator Fitting Process. | MetaHuman Creator Fitting Process. |
Fit from Mesh Only
Use this option when only the mesh information contained in the DNA is important, and you would like to fully auto-rig it. All joint positions, skin weights and RBF weights will be generated automatically via the fitting process.
This allows you to fully auto-rig a custom character mesh defined by the DNA file, static or skeletal mesh assets.
Mesh: Comes from user input of either a static mesh, skeletal mesh or DNA.
Core Skeleton: Generated by the fitting process in MetaHuman Creator.
Deformation: Generated by the fitting process in MetaHuman Creator.
Fit from Mesh and Skeleton
Use this option when you want to preserve both mesh and core skeleton (spine, neck, head, arms, legs) information.
This allows you to create custom character mesh variation around a fixed skeleton defined by the DNA file or skeletal mesh asset. Helper joints, skin weights, and RBF weights will be generated automatically via the fitting process to best fit the mesh shaping/volume.
Mesh: Comes from user input of either a static mesh, skeletal mesh or DNA.
Core Skeleton: Comes from user input of either a skeletal mesh or DNA.
Deformation: Generated by the fitting process in MetaHuman Creator.
Fit from Mesh and Fixed Skeleton
Use this option when you want to preserve mesh information from the DNA file, static or skeletal mesh, but core skeleton (spine, neck, head, arms, legs) from the current in-tool Metahuman.
This allows you to create custom character mesh variation around a fixed skeleton defined by a preset. Helper joints, skin weights, and RBF weights will be generated automatically via the fitting process to best fit the mesh shaping/volume.
Mesh: Comes from user input of either a static mesh, skeletal mesh or DNA.
Core Skeleton: This data will stay the same, coming from the current loaded MetaHuman Creator character.
Deformation: Generated by the fitting process in MetaHuman Creator.
Next Up
Head Controls
Blend, transform, sculpt, or conform your character’s head.