The Import tool category in MetaHuman Creator includes tools to create fully rigged MetaHuman characters from external mesh data. You can use it to generate game-ready characters from custom meshes, template meshes, DNA files, or MetaHuman identity assets. The tools Include a template mesh in the viewport that is then fit to the designated source mesh.
The tools use the MetaHuman database and work best when the input mesh closely resembles human morphology. The meshes that are far from the database may not yield optimal results. This includes heavily stylized characters, such as cartoon characters, exaggerated shapes or extreme proportions.
After you create your mesh, you can further adjust it with the remaining tool categories in MetaHuman Creator. For the fundamentals of creating a MetaHuman character, using the editor, and navigating to tools, see Getting Started in MetaHuman Creator.
Key Concepts
Before using the Import tool, review the following terms.
| Term | Description |
|---|---|
Custom or Source Mesh | Imported mesh with custom topology or UVs. |
MetaHuman Mesh or Template Mesh | This is the default MetaHuman mesh, with MetaHuman topology. |
MetaHuman Identity | Asset that represents a performer. |
DNA File | The core MetaHuman file format. A DNA file stores all data required to define a MetaHuman character, including mesh geometry, skeleton hierarchy, skin weights, and RigLogic data. |
Core Joints | The main joint hierarchy that defines locomotion. Core joints include the spine, neck, head, arms, legs, hands, and feet. These joints are typically driven by animation and the main drivers of corrective joints. |
Helper Joints | Secondary joints that preserve volume and shape during animation. Their transforms are automatically driven by RBF (Radial Basis Function) and swingtwist solvers in RigLogic, which calculate deformations based on the rotations of driver core joints. |
Tools
The following tools are available in the Import category.
From Custom Mesh
Use the Custom Mesh tool to fit a biped source static or skeletal mesh to a MetaHuman structure.
From Template
Use the From Template tool to fit a standard MetaHuman topology mesh to a MetaHuman.
From Identity
Use the From Identity tool to fit a MetaHuman to a MetaHuman Identity asset.
From DNA
Use the From DNA tool to fit a MetaHuman from the mesh and rig data in a DNA file.
Workflow Tips
Navigate to one of the following tools based on your source mesh and goal.
| Situation | Recommended Workflow | Reason |
|---|---|---|
My custom mesh does not use MetaHuman topology. | From Custom Mesh | The From Custom Mesh tool handles non-MetaHuman topology in fully custom pose. |
My mesh already uses MetaHuman topology, or has a standard MetaHuman UV layout. Possible source meshes:Head meshBody meshLeft Eye meshRight Eye meshTeeth mesh | From Template | The From Template tool provides the fastest results. |
I have a DNA file with a mesh or rig that is MetaHuman Creator compatible:MetaHuman mesh topology or UV layout.MetaHuman skeletal topology. | From DNA | Direct import of MetaHuman data, fit to mesh and rig a character or import and replace mesh or skeleton. |
I want to create a MetaHuman rig from an existing MetaHuman Identity asset. | From Identity | Designed specifically to handle the creation of a full MetaHuman from the MetaHuman Identity asset. |
Supported Input Formats
The following table lists the input formats each workflow accepts.
| Workflow | Static Mesh | Skeletal Mesh | DNA File | MetaHuman Identity |
|---|---|---|---|---|
From Custom Mesh | Yes | Yes | No | No |
From Template | Yes | Yes | No | No |
From DNA | No | No | Yes | No |
From Identity | No | No | No | Yes |