Following on from the buzz of the Unreal Engine 5 release in April, we’re happy to announce a new release for MetaHuman. While still in Early Access, this release brings not only new features for MetaHuman Creator—our cloud-based app that empowers anyone to create photorealistic digital humans, complete with hair and clothing, in minutes—but also an exciting new Mesh to MetaHuman feature in Unreal Engine, as well as support for the new character rigging, animation, and physics features in UE5.
Mesh to MetaHuman
The first major feature of the new MetaHuman Plugin for Unreal Engine, Mesh to MetaHuman, enables you to take your own custom facial mesh and convert it into a MetaHuman, fully rigged and ready to animate. You can even further refine your character in MetaHuman Creator.
Starting with a textured mesh that you’ve created using scanning, sculpting, or traditional modeling tools, Mesh to MetaHuman uses automated landmark tracking in UE5 to fit our MetaHuman topology template to it, combining it with a body type of your choice from the MetaHuman options. This templated mesh is then submitted to the cloud, where it is matched to a best-fit MetaHuman derived from our database. This mesh is then used to drive the facial rig, while the deltas from your original mesh come along for the ride.
SOURCE: Unreal Engine