The page is meant to help guide you through various scenarios when using the Body Conform Controls.
AutoRigging an Authored Model to MetaHuman Standards
Scenario: “I have a body and head mesh I want to AutoRig to MetaHuman standards. The model is authored so the neck seam is already aligned.”
In Body Conform, assign the Body and Head source meshes, then click Conform.
In Head Conform, assign Head mesh(es).
Set Alignment Options to ‘None’, then click Conform.
This will integrate the head mesh ‘in place’, rather than trying to best-fit to the body.
AutoRigging a Body and Head from Different Models to MetaHuman Standards
Scenario: “I have a body and head mesh I want to AutoRig to MetaHuman standards. The body and head are from two different characters without a matching neck seam, so I want the tool to help me integrate those.”
In Body Conform, assign the Body and matching Head source mesh (shown above in orange), then click Conform.
This will provide good shaping in the neck region to integrate the target head mesh (shown above in blue).
In Head Conform, assign the target Head mesh (shown above in blue).
Set Alignment Options to ‘Scaling Rotation Translation’, then click Conform.
This will translate/scale/rotate the head mesh to best fit to the body.
Using a Pre-existing MetaHuman Asset on a New MetaHuman Character
Scenario: “I want to create a new MetaHuman, but use the joint transforms from a pre-existing MH asset. This allows me to create character variation around a predefined core skeleton, so I can share animation across characters without the need to retarget.”
In Body Conform, assign Body and Head source meshes to autorig, then click Conform.
Assign a skeletal mesh containing the predefined skeleton to Body Mesh.
Choose whether to also import helper joints, or keep the current autorigged positions (see option descriptions above).
Click Import Joints.
In Head Conform, assign Head mesh(es).
Set Alignment Options if required, then Conform.
The Source skeletal mesh must have a MetaHuman hierarchy and naming conventions. Translations and orientations are imported, allowing for non-standard MetaHuman skeletons. However, these may be incompatible with standard MetaHuman animations and retargeting systems.
Updating a MetaHuman Character Mesh Only
Scenario: “Based on feedback I have made changes to my character model. I want to update my MetaHuman with the new mesh without changing the joint transforms.”
In Body Conform, assign the asset containing the updated mesh to the Body Mesh.
Choose whether to AutoRig the helper joints to best fit the new mesh, then click Import Mesh.