MetaHuman for Maya is a collection of tools that provide a way to use and edit certain parts of a MetaHuman character in Maya.
After downloading and installing MetaHuman for Maya, four tools are available; Character Assembler, Expression Editor, Pose Editor, and Groom Exporter. Most of the tools use as input the MetaHuman assets assembled from a MetaHuman Character asset in Unreal Engine using the DCC Export assembly pipeline.
Character Assembler
The head, body and textures of a MetaHuman character can be assembled in Maya using the Character Assembler tool, replacing the use of Quixel Bridge.
Expression Editor
With Expression Editor, users can calibrate the face rig of a MetaHuman to achieve a closer likeness, using scanned or sculpted data based on the MetaHuman topology and rig definition. The calibrated head can be imported into a MetaHuman Character asset in Unreal Engine.
Pose Editor
Use Pose Editor to author secondary deformations on a MetaHuman body in Maya using RBF (radial basis function) and SwingTwist solvers. The edited body can be imported into MetaHuman Character assets in Unreal Engine or used directly with RigLogic.
Groom Exporter
The Groom Exporter tool can be used to export strand-based grooms created using XGen Description in Maya as an Alembic file, ready to be imported into Unreal Engine as Groom and Groom Binding assets and used with a MetaHuman Character. The Groom Exporter can be used with the Starter Kit available on Fab.
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Next Steps
Installing in Maya
Steps for installing MetaHuman for Maya.
Character Assembler
Guide for assembling a MetaHuman Character in Autodesk Maya.
Expression Editor
Calibrate a MetaHuman head rig using scanned or sculpted data.
Pose Editor
Guide for authoring MetaHuman body secondary deformations.
Maya Groom Exporter
Guide for exporting an XGen Groom from Maya to Unreal Engine.
Maya Groom Starter Kit
A source project for Maya demonstrating XGen and a basic groom setup in Unreal Engine.