The body of your character can be modelled using parametric controls. Alternatively, and for compatibility with the MetaHuman Creator web application, a fixed (compatibility) mode can also be enabled to select from one of a predefined set of body types.
These controls are found by navigating to the Body > Model panel.
Parametric Body Modeling
Parametric body modeling enables you to define overall proportions using broad brush strokes, then use lower level controls to go in and refine local regions. When changing a measurement, you are moving through a statistical space that is described by real-life data, and that some features in that data correlate. For example, changing the Muscularity slider will result in a Fat change, unless the Fat parameter is pinned first. However, locking the value of one can change the behavior of another as the model tries to best fit to the measurement inputs.
The Global category gives you the ability to make large, global changes to your character’s body. Other measurement inputs are grouped by region.
A parameter can be adjusted in three ways:
Dragging the slider to the desired setting.
Press the Ctrl key & left-clicking on a parameter slider to enter a value manually,
Double click to enter a value,
Adjusting a value will automatically pin that parameter, and prevent it from changing as a result of modifying other parameters.
Clicking on the pin icon will lock that parameter at the current value, or unlock it. Pinned parameters display their measurement locations in the viewport. You can pin an entire group of parameters to retain the current shape while continuing to edit other parts of the body.
Parametric Modeling Guidance
It’s important to remember that when changing a measurement, you are moving through a statistical space that is described by real-life data, and that some features in that data correlate. For example, changing the Muscularity slider will result in a Fat change, unless the Fat parameter is pinned. This is because there is an observable correlation between these two variables.
The order in which parameters are modified and pinned has a strong impact on how easy it is to reach the desired result. We recommend starting with broad brushstrokes (e.g. global parameters) first and then modifying the result of this using the localised controls in order of granularity.
Try to avoid pinning lots of parameters, especially early on. It’s better to start off by setting larger parameters (e.g. global) and letting the model freely fit the others based on those changes. It is preferable to lock parameters as you go, while following a workflow order of large to small granularity of change.
The behavior of some controls can be co-dependent. Locking the value of one can change the behavior of another as the model tries to best fit to the measurement inputs. A good example of this is the Chest/Underbust. To illustrate this try the following:
Use the global parameters, quickly create a character with broadly feminine characteristics.
Lock the Height parameter.
Modify the Chest parameter and observe the result.
Reset the Chest parameter back to the previous value.
Pin Underbust at the current value.
Modify the Chest parameter and observe the result.
Fixed (Compatibility) Body Modeling
This option enables you to use the 18 fixed body types previously available in the MetaHuman Creator web application.
Applying a fixed body to your character (by clicking on one of the body types) will put your character into a ‘fixed’ state. In this state it is not possible to use any parametric body features (preset blending/measurements) to modify the proportions.
Enabling Compatibility Mode Bodies
To use the Fixed Body Tool, Compatibility Mode Bodies must first be enabled in the Project Settings. This, as with other aspects of MetaHuman Creator, also requires the additional content to have been installed as part of Unreal Engine.
Once enabled, the Fixed (Compatibility) Body Tool should be available.
Converting a Fixed to Parametric Body
It is possible to convert a fixed body back to parametric by clicking Perform Parametric Fit, under the Parametric section.
Converting from a fixed to a parametric body is an approximation and can result in some visual differences.
Next Up
Body Conform Controls
Conform your character’s body features to external data.