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THIS PAGE IS WRONG NOW AS OF UE5.4. THE SOURCE FILES HAVE CHANGED AND THE VALUES BELOW ARE INCORRECT.
If you have a MetaHuman source file open in Maya (ie. you have used Quixel Bridge to export a MetaHuman to Maya), you’ll see that it comes with a facial rig but not a body rig. (That is, there is a body SKELETON, but there’s no way to easily control it.)
So let’s add a body rig that supports FK and IK. In Maya, one of the easiest ways to do that is to add a HumanIK rig.
Step 1. Change the character into a t-pose
We need to change the character into a t-pose to make this work.
- In the viewport click in a blank area to deselect everything.
- Now go to the Show menu and turn on “joints”.
- In the same Show menu, turn off polygons.
- You might want to hide “DHIhead:spine_04” entirely in the Outliner, because it shares bones with the main body and it can get confusing.
- Go to the first frame of the Timeline. (I usually change the scene to start on frame 0)
- Turn on the “Auto keyframe toggle“, which is in the right bottom of the Maya interface
- CLAVICLES:
- In the Viewport, click on the right clavicle. Hold down shift and click the left clavicle.
- In the Channel Box, change the “Rotate Y” amount. You will need to change it to varying amounts depending on the size of your MetaHuman:
UNDERWEIGHT MEDIUM WEIGHT OVERWEIGHT f_srt_unw
ROTATE Y: ??f_srt_nrw
ROTATE Y: ??f_srt_ovw
ROTATE Y: ??f_med_unw
ROTATE Y: ??f_med_nrw
ROTATE Y: -7f_med_ovw
ROTATE Y: ??f_tal_unw
ROTATE Y: ??f_tal_nrw
ROTATE Y: ??f_tal_ovw
ROTATE Y: ??m_srt_unw
ROTATE Y: ??m_srt_nrw
ROTATE Y: ??m_srt_ovw
ROTATE Y: ??m_med_unw
ROTATE Y: ??m_med_nrw
ROTATE Y: -10m_med_ovw
ROTATE Y: ??m_tal_unw
ROTATE Y: ??m_tal_nrw
ROTATE Y: ??m_tal_ovw
ROTATE Y: ??**Eventually I’d love to fill this table out with ROTATE Y values for all 18 MetaHuman body types.
- UPPER ARMS:
- In the Viewport, click on the right upper arm joint.
- Hold down shift and click the left upper arm joint.
- In the Channel Box, change the “Rotate Y” amount. You will need to change it to varying amounts depending on the size of your MetaHuman:
UNDERWEIGHT MEDIUM WEIGHT OVERWEIGHT f_srt_unw
ROTATE Y: ??f_srt_nrw
ROTATE Y: ??f_srt_ovw
ROTATE Y: ??f_med_unw
ROTATE Y: ??f_med_nrw
ROTATE Y: -45f_med_ovw
ROTATE Y: ??f_tal_unw
ROTATE Y: ??f_tal_nrw
ROTATE Y: ??f_tal_ovw
ROTATE Y: ??m_srt_unw
ROTATE Y: ??m_srt_nrw
ROTATE Y: ??m_srt_ovw
ROTATE Y: ??m_med_unw
ROTATE Y: ??m_med_nrw
ROTATE Y: -44m_med_ovw
ROTATE Y: ??m_tal_unw
ROTATE Y: ??m_tal_nrw
ROTATE Y: ??m_tal_ovw
ROTATE Y: ??**Eventually I’d love to fill this table out with ROTATE Y values for all 18 MetaHuman body types.
- Now in the viewport click in a blank area to deselect everything.
- LOWER ARMS:
- Click the right lower arm. Hold down shift and click the left lower arm.
- Then in the Channel Box, change the “Rotate Z” amount. You will need to change it to varying amounts depending on the size of your MetaHuman:
UNDERWEIGHT MEDIUM WEIGHT OVERWEIGHT f_srt_unw
ROTATE Z: ??f_srt_nrw
ROTATE Z: ??f_srt_ovw
ROTATE Z: ??f_med_unw
ROTATE Z: ??f_med_nrw
ROTATE Z: 36f_med_ovw
ROTATE Z: ??f_tal_unw
ROTATE Z: ??f_tal_nrw
ROTATE Z: ??f_tal_ovw
ROTATE Z: ??m_srt_unw
ROTATE Z: ??m_srt_nrw
ROTATE Z: ??m_srt_ovw
ROTATE Z: ??m_med_unw
ROTATE Z: ??m_med_nrw
ROTATE Z: 36m_med_ovw
ROTATE Z: ??m_tal_unw
ROTATE Z: ??m_tal_nrw
ROTATE Z: ??m_tal_ovw
ROTATE Z: ??**Eventually I’d love to fill this table out with ROTATE Z values for all 18 MetaHuman body types
Step 2. Characterize the skeleton
Ok so we have our t-pose. Now let’s characterize the skeleton.
- Click the brown root bone between the legs.
- Open up the Human IK panel. (If you don’t have this panel visible, go to the top menu WINDOW> ANIMATION EDITORS > HUMAN IK.)
- Change the “character” dropdown to “none“.
- Click “create character definition”.
- Select the brown root bone again.
- Click on the blue button in the HumanIK panel, then hover over “edit character definition” > “load character definition template”.
- Then in the template drop down, choose “Metahuman_UE5_V1”. If you don’t have that option, you need to download it here then unzip the file and move it to:
C:\Users\{yourname}\AppData\Roaming\Autodesk\HIKCharacterizationTool6\template - Click to enable “match all bones bones with prefix”
- In the text field, delete all text so it’s entirely blank.
- Click OK.
- Check that EVERY bone has turned green. If not, you need to adjust the ROTATE Y and ROTATE Z values of the upper and lower arms.
- Once it’s processed click the padlock icon to lock the bone setup.
- Change the source drop down to control rig, to generate the HumanIK Control rig.
- Now click the blue button and choose “Rename character”.
- Type in the name “charaternameHIK” (eg. “billyHIK“). Or you could use MetaHuman body type, so something like “MH_{bodytype}_HIK” (eg. “MH_m_med_nrw_HIK“).
- Click OK to apply the name.
- In the viewport, go to the Show menu and turn off “joints”.
- In the same Show menu, turn on polygons.
- I usually save this Maya scene as “_full_rig_02Y-upHIK.mb“. (I come back and open this file really often as part of my animation process, so I make sure I name it properly!)
NOTE: If you want to return the character the same A-Pose that it was before you added the HIK rig, you can do that by doing the following:
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