Mesh to MetaHuman is the process of creating a MetaHuman Identity from a mesh or video footage. The MetaHuman Identity can be used to solve animation from depth data in a MetaHuman Performance asset, or with MetaHuman Creator to create a new character.
To create an identity, you will need to enable the MetaHuman Animator and MetaHuman Animator Depth Processing plugins.
The following pages describe the process for each input type.
From Video Footage
From Mesh
From Template Mesh
Key Concepts
When generating an identity (or animation) from depth footage, MetaHuman Animator uses the following essential concepts:
| Term | Description |
|---|---|
Neutral Pose | A reference to the mesh representing the face's neutral facial expression. |
Tracker | A process that tracks markers onto facial features on the Neutral Pose. |
Marker | A collection of sequential points on a curve that tracks specific facial features. Markers have control points that you can drag to adjust. |
Identity Solve | The process of fitting the Template Mesh topology onto the target mesh volume. This process happens locally. |
MetaHuman Backend | The cloud service that creates a MetaHuman based on the Template Mesh. |
Template Mesh | The Template Mesh exists inside the MetaHuman Identity Asset. It is a standard topology head that can be fitted onto any appropriate target. |
Next Up
From Video Footage
Create a MetaHuman Identity from video footage data.
From Mesh
Create a MetaHuman Identity from mesh data.
From Template Mesh
Create a MetaHuman Identity from template mesh data.