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Rigging

4.1 Open the Processed MetaHuman Rig

After running Process, the configured MetaHuman rig opens in Maya.

Rigging Result


4.2 Change Animation Preferences

If the file is processed correctly, go to:

Animation Preferences → Settings

Set the axis to Y, then click Save.

Animation Preferences


4.3 Export the Current Skin Weights

First, save the skin weights of all related objects.

Export Skin Weight Menu

Save the file and export the skin weights.

Export Skin Weight Dialog


4.4 Export Skin Weights for All Related Head Meshes

Export the skin weights for all of the following meshes:

  • head_lod0_mesh
  • teeth_lod0_mesh
  • saliva_lod0_mesh
  • eyeLeft_lod0_mesh
  • eyeRight_lod0_mesh
  • eyeshell_lod0_mesh
  • eyeEdge_lod0_mesh

Save all related files as shown below using Skin Weight Export.

Head Mesh Skin Weight Export


4.5 Import the Base Mesh Used In-Game

Load the base mesh used by the in-game character.

Go to:

File → Reference Editor → Add

Use the file inside:

MetaHuman_Base.zip

Choose the FBX file that matches the target gender / age.

For example, for an adult male, reference:

  • Male_Base.FBX

Reference Editor

Male Base Reference


4.6 Hide the Body-Related Meshes

Once the base mesh is loaded as shown below, hide all body-related parts first so you can focus on head work.

Hide Body Meshes


4.7 Align the New Head to the Base Mesh

Match the new head to the base mesh as closely as possible.

Use:

  • head_lod0_mesh
  • spine_04

Move the new head until it matches the base mesh as closely as possible.

The front alignment is already mostly correct, so adjust primarily in the Left or Right view.

Align Head Mesh


4.8 Delete History from the New Head Objects

Select all objects inside:

head_lod0_grp

Then delete history:

Shift + Alt + D

Skin weights will be removed at this stage.
In other words, even if you move the joints, the mesh will no longer deform.

Delete History


4.9 Detach FACIAL_C_FacialRoot and Remove the Existing Upper Hierarchy

First select:

head_grp → spine_04 → Spine_05 → neck_01 → neck_02 → FACIAL_C_FacialRoot

Set its value to 0, 0, then delete the keyed values stored on the frame.

Detach Facial Root

After that, remove FACIAL_C_FacialRoot from the hierarchy using:

Shift + P

This is done to keep FACIAL_C_FacialRoot fixed.

Then delete the entire hierarchy including:

  • spine_04

Delete Upper Hierarchy


4.10 Import the Target Skeleton and Reattach FACIAL_C_FacialRoot

Import the FBX file that matches the target gender / age from:

MetaHuman_Skeleton_01.zip

For example, for an adult male, import:

  • Male_Skeleton_01.FBX

Then place:

FACIAL_C_FacialRoot

under the following hierarchy:

spine_04 → Spine_05 → neck_01 → neck_02 → head

Attach Facial Root to New Skeleton

Result:

New Skeleton


4.11 Neckline Matching

Because the inZOI body mesh and the newly extracted MetaHuman head cannot be combined directly,
the neckline must be manually aligned in Maya.

Neckline Matching

From the referenced base mesh, select the Head mesh,
then select the new head head_lod0_mesh and apply a Blend Shape.

MetaHuman


After applying the blend shape, the new head will align with the base head mesh.

MetaHuman


The blend shape should only affect the neckline area.
Remove blend shape weights from the rest of the mesh except the neck area.

MetaHuman


In Paint Weights → Blend Shape, change the value from 1 → 0 and press Flood.

MetaHuman


Next, select the protruding neck area and return to Paint Weights → Blend Shape.
Change Paint operation → Replace → Smooth, then press Flood.

MetaHuman


When the neckline is properly aligned, delete the history of head_lod0_mesh once more.

Select the mesh and press:

Shift + Alt + D

MetaHuman

SHAPES: head_lod0_meshShape

MetaHuman


4.12 Remove Base Mesh Reference

Remove the previously imported base mesh from the reference.

File → Reference Editor → Select File → Remove Reference

MetaHuman


4.13 Export the Head

Select the group head_lod0_grp and export it as FBX.

File → Export Selection

Change the preset to:

inZOI_Export_FBX

If the preset does not exist, refer back to the DNA Setup step.

Save the file as:

MOD.FBX

MetaHuman


4.14 Run the DNA Update Script

After exporting, run the following script.

This extracts a new DNA so that the MetaHuman rig can be updated based on the modified joint positions.

# Force define __file__
__file__ = "C:/.../MetaHuman-DNA-Calibration-main/examples/dna_viewer_grab_changes_from_scene_and_propagate_to_dna.py"

# Execute the script
exec(open(__file__).read())

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