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Final Export

5.1 Scene Reset After Script Execution

After running the previous script, the MetaHuman rig will be rebuilt in a new scene based on the modified joint positions.

The geometry_grp can be removed since it is no longer used.

MetaHuman


5.2 Import the Edited Head Mesh

Import the FBX file exported in the previous step.

Example file:

MOD.fbx

MetaHuman


5.3 Run the Binding Script

Run the following script first.

This script automatically performs:

  • Joint binding
  • Material assignment

Copy the contents of:

bind_material_setup.py

and paste it into the Python Script Editor in Maya.

MetaHuman


5.4 Import the Saved Skin Weights

Load the skin weight files saved in the previous step and apply them.

Apply the skin weights to all objects inside:

head_lod0_grp

MetaHuman


5.5 Clean the Scene

After rigging is complete, clean up the scene so that only the meshes and joints required for the engine remain.

MetaHuman


5.6 Import the Final Skeleton

Import the appropriate skeleton file from:

MetaHuman_Skeleton_02.zip

Example:

Male_Skeleton_02.fbx

MetaHuman

Place spine_04 as a child of spine_03 in the hierarchy.

MetaHuman


5.7 Clean Unused Nodes

Open Hypershade and remove unused nodes.

Hypershade → Edit → Delete Unused Nodes

MetaHuman


5.8 Export Final FBX

Select only:

  • MOD (mesh group)
  • root (skeleton joint)

Then export the final FBX.

File → Export Selection

Settings:

Preset : inZOI_Export_FBX

Example filename:

SKM_Head_MOD.fbx

MetaHuman


The final FBX is now ready for use in inZOI ModKit.


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