Double-clicking on a MetaHuman Character asset will open MetaHuman Creator; the asset editor for this asset type.
Viewport
The viewport provides a live preview of the character as it is being edited.
The Status overlay provides information about the current state of the rig. This includes the Rig State, Body Type, and Texture Sources.
Tools
The ribbon menu on the left of the editor provides access to each element of the character that can be customized.
The Presets library is a collection of MetaHuman Characters (provided with MetaHuman Creator or created yourself) that can be used to initialize or blend new characters. | |
Body Editing Tools are used to change the shape of the body using a variety of blending, conforming, and modeling tools. | |
Use the Head Editing Tools to blend, conform, transform, and sculpt the head, including the teeth and eyelashes. The currently selected tool is highlighted. | |
The Material Editing Tools can be used to change the appearance of the character’s skin, eyes, makeup, eyelashes, and teeth. You can also use this option to provide your own skin textures. | |
The Hair and Clothing Tools change your character’s hairstyle (including eyebrows, eyelashes, mustache, beard, and peach fuzz) and outfit. With the Hair and Clothing Tools change your character’s hairstyle (including eyebrows, eyelashes, mustache, beard, and peach fuzz) and outfit. | |
Assemble your character in assets for Unreal Engine (cinematic or optimized), UEFN, and other third-party DCC applications. |
Toolbar
The horizontal toolbar at the top of the editor is used to rig and texture (in high-resolution) the character.
Create Joints Only Rig | A Joints Only rig that is lower quality rig that is smaller in size. |
Remove Rig | Remove the rig to re-enable head and body editing tools. |
Download Texture Source | Download high resolution textures. Textures can be downloaded at 2K, 4K, or 8K resolution. |
Authentication | Provides access to login details and the option to sign out of the current account. Users can log back in through the auto-rigging process. |
For more information on how these actions affect your character, refer to the Managing Character States page.
Environment and Quality Toolbar
The Environment and Quality Toolbar provides access to the following controls.
The MetaHuman Creator viewport settings are configured separately from the level viewport. This means that if the MHC Screen Percentage is set to 100.0 but the level viewport is not, the MetaHuman character may appear different.
Other settings for GI, light transmission, and subsurface scattering can be found in MetaHumanCharacterEditorViewportClient.cpp.
Preview Material
This control can help with the sculpting process by eliminating visual distractions and providing an experience that’s more consistent with 3D modeling applications. The available options are:
Topology: A simple material that highlights different sections of the face and body topology.
Skin: The skin material as defined in the Material Editing Tools. If a skin material hasn’t previously been defined the default skin texture will be used.
Clay: Using clay material instead of textured skin makes it easier to see the shape of the eyes and lips.
Environment
Choose from a set of lighting environments to place your MetaHuman into. These include various combinations of backgrounds and lighting presets that simulate indoors, outdoors, and studio conditions.
The lighting environments are saved as Level assets and are part of the MetaHuman Creator Core Data. They can be found in /MetaHumanCharacter/LightingEnvironments. A PostProcessVolume is used to lock exposure.
You can also rotate the light horizontally around your MetaHuman by either:
Adjust the Light Rig Rotation slider in the Environment dropdown.
While pressing the L key, click and drag in the viewport.
Camera Switching
Select from one of four preset camera positions. This is useful if you panned, rotated, or zoomed the camera, and want to quickly return focus to your character. You can also zoom in on a Face, Body, or Far view (entire MetaHuman). Selecting Auto will automatically switch to the one relative to the tool menu you’ve selected.
Level of Detail
Inspect all of your character’s available Levels of Detail (LODs). This is useful to preview what your character will look like at different LODs.
MetaHumans support 8 LODs, from 0 (most detailed) to 7 (least detailed). The difference between LODs is more noticeable up close. If you create a complex project, you may use LOD 0 for characters a viewer or player would see up close, and less complex LODs for background characters and crowds.
LODs affect a MetaHuman’s Skeletal Mesh geometry and hair grooms. The more complex your character, the greater the difference between LODs.
MetaHuman hair also renders differently depending on LOD. Higher LODs use strand-based hair grooms, while lower LODs use card or mesh-based grooms.
You can also preview what a card-based hair groom looks like on your currently active MetaHuman by enabling the Always Use Hair Cards option. This option forces card-based hair grooms at all LODs.
Using card-based grooms improves performance on certain platforms and makes MetaHumans have less of an impact on overall rendering performance. Strand-based rendering can be resource-intensive and requires a highly performant GPU to work effectively.
Rendering Quality
Select the rendering quality of lighting, hair, MetaHumans, global illumination, and ray-traced reflections.
You can set the quality Medium, High, and Epic, which is the highest possible quality. High and epic-quality rendering uses ray tracing.
To learn more about rendering MetaHumans in Unreal Engine, refer to the Performance and Scalability Settings page.
Playback Controls
When a character has been rigged, basic Forward, Reverse, and scrubbing playback controls are provided.
The animation applied to the character during playback is determined by the Preview Scene Details.
Preview Scene Details
The Preview Scene Details panel controls how the character is displayed in the Viewport.
Animation Controller | The Animation Controller is used to configure the animation applied to a rigged character during playback. When set to AnimSequence, a template or user-provided animation can be applied to the head and body independently. You can assign the same asset to both the head and body if it contains motion for both. When set to Live Link, animation can be driven using any valid Live Link subject, including in real-time using a MetaHuman Live Link subject or ARKit. |
Grooms | Hiding the character’s hair exposes parts of their face that were previously hidden. This is useful when editing the head. |
Clothing | Hiding the character’s clothing exposes parts of their body that were previously hidden. This is useful when editing the body. |
When using template animations for preview, retargetting is handled by the RTG_MH_IKRig and IK_MH_IKRig assets found in the //Engine/Plugins/MetaHuman Creator/Animation/Retargeting folder.
You will need to enable Engine Content to see these assets in the Content Browser. Refer to the retargeting documentation to learn more about retargeting in Unreal Engine.
Next Up
Presets
Manage a library of presets to use as the basis for new MetaHuman Characters.