The Conform controls enable you to use an external DNA file, static or skeletal mesh (in the MetaHuman topology), or MetaHuman Identity asset to set the character’s facial features.
These controls are found by navigating to the Head > Conform panel.
If you intend to conform both the head and body, you should start with the body.
Any external data used for conforming must match the MetaHuman topology and rig definition.
Import DNA
Use the Import DNA option to generate the head from an external DNA file.
The DNA file should contain a head-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 create a fully rigged character which can not be edited.
Subsequently removing the rig in MetaHuman Creator (to unlock other editing controls) may cause information imported from the DNA file to be lost when the character is rerigged.
Alternatively, the DNA will be fitted to give an editable mesh.
From Identity
This capability is only available on Windows.
The From Identity option can be used to generate the facial rig from a MetaHuman Identity asset using the Mesh to MetaHuman workflow from video footage or from mesh.
You must already have run the MetaHuman Identity Solve process to use the identity for conforming. It is not compulsory to auto-rig the Identity. Only the Neutral Pose is required, but if you do perform auto-rigging and Teeth Fitting, the improved fitted teeth will be used in the import process.
When you import the MetaHuman Identity, by default, the Character will be fitted to the eye and teeth meshes from the Identity during the conform process. You can choose whether or not to do this by enabling/disabling the Use Eye Meshes or Use Teeth Mesh checkboxes.
Finally, by default, ‘standard’ MetaHuman scale of the head will be used for the Identity conformation result, but you can override this and use the original metric (cm) scale of the Identity if you wish by enabling the Use Metric Scale checkbox.
From Template
Use this option when you need to generate the character based on information contained in a static or skeletal mesh asset.
To be compatible with the Conform process, meshes must satisfy one or both of the following statements:
The source body mesh is on standard MetaHuman topology.
The source body mesh topology has a standard MetaHuman UV layout.
To Conform to a head mesh that does not have standard MetaHuman topology, such as different vertex orders, triangulated polys, or a different vertex count, enable Match Vertices by UVs.
Exporting a MetaHuman skeletal mesh from UE as .fbx will result in non-standard MetaHuman topology (triangulated, split verts at UV boundaries). To Conform using these meshes you must enable the Match Vertices by UVs option.
Alignment between the head and body can be controlled using the Alignment Options. The available options are:
None: Use the input mesh as-is, assuming that the head is perfectly aligned with the current body.
Translation: Translate the input mesh to optimally align with the current body.
Rotation Translation: Rotate and translate the input mesh to optimally align with the current body.
Scaling Translation: Scale and translate the input mesh to optimally align with the current body.
Scaling Rotation Translation: Scale, rotate, and translate the input mesh to optimally align with the current body.
After selecting a Static Mesh asset, additional options will appear to select an optional left eye, right eye, and teeth mesh. When using a Skeletal Mesh asset, the conform process will automatically detect meshes for the left eye, right eye, and teeth if they are correctly named.
Requirements for a Template Mesh
Conforming from a Template Mesh has very strict requirements to work well.
The mesh must be the MetaHuman Template mesh in terms of topology.
Exporting a MetaHuman from the Unreal Engine editor is unlikely to work well as the exported MetaHuman would have some small but significant topological differences which are present between our template and the final MetaHuman.
Points on the mesh can’t simply approximate the volume. The semantic significance of the vertices needs to be preserved the way the automatic fitting would. For example, the edge loop that runs the nasolabial fold has to be used just for that and can’t be part way to the side of it. A neighboring loop can't be used instead.
Of particular significance are, of course, cardinal edge loops like all the various folds, the eyelids, the ridges of the ear, etc.
Next Up
Materials Controls
Use the materials controls to customize the character’s skin, eyes, makeup, and teeth.