The Transform controls enable you to make broad adjustments to broad regions of your character’s face. Unlike the Sculpt controls which move individual markers, the Transform controls operate over groups of markers to allow for more substantial changes.
The Transform controls are found by navigating to the Head > Transform panel.
How It Works
The viewport will automatically display a series of transform markers on your character.
Click and drag any of the available transform markers to change that marker’s influence over the facial feature it controls.
The underlying system that drives MetaHuman sculpting intelligently finds the closest combination of facial features of real humans that have been scanned into the MetaHuman database and approximates what is being sculpted. As new real-world human scans are added to the MetaHuman database, the expressive power of the MetaHuman Creator and its assets will continue to grow.
By default, these changes are symmetrical. To make non-symmetrical changes, uncheck the box next to Symmetric Manipulation.
Enabling Symmetric Manipulation on asymmetric facial features will cause the asymmetry to be lost in regions where the transform marker is subsequently used to make a transformation.
Changing the Transform Gizmo
The default transform gizmo works in screen space, moving transform markers in a screen plane that is projected onto the 3D world from a particular camera angle. This provides a similar transform movement to some modeling applications, such as Maya. This can be changed by selecting an alternative gizmo:
Available gizmos include translate, rotate, and uniform scale. Changing the gizmo will update the gizmo used to display the control marker in the viewport.
Next Up
Head Sculpt Controls
Make fine adjustments to a smaller area of your character’s face.