| HOW TOs > MAYA |
(Updated June 2024, for Unreal 5.4 etc)
Once you have imported a MetaHuman into Maya, you may want to export a file that can be imported into Marvelous to create a body ‘avatar’ of the correct size (to add clothes to).
Here’s how to do that:
- Once you finish following the instructions for importing a MetaHuman into Maya, you will have a Maya scene open with your MetaHuman correctly arranged so that the document is Y up
- In the “Outliner”, twirl down rig > body_grp > geometry_grp > body_lod0_grp
- Click on the “combined_lod0_mesh”.
- Press “H” on the keyboard to unhide it.
- Now, with it selected, go FILE >EXPORT SELECTION.
- In the dialogue box that appears, change the dropdown to FBX.
- Name the file as your MetaHuman name then “_Maya_bodymesh_m_med_nrw” (or whatever your MetaHuman body code is).
- Click “Export Selection”.
- Switch to Marvelous Designer.
- Go to FILE > IMPORT > FBX.
- Select the body mesh FBX you exported from Maya, and click “open”.
- In the dialogue box:
- Make sure “Object type” is set to “Avatar”.
- Turn ON the checkbox for “Auto Create Fitting Suit“
- Under “Object”, make sure “Automatically add arrangement points” is turned on.
- Under “Scale”, make sure the dropdown is on “Centimeters”, not “Millimeters”.
- Under, “Axis Conversion”, make sure it is set to the default, which is “X”, “Y (up)”, “Z”, and all the checkboxes for “invert” are off.
- Then click, “OK”.
- If it says it couldn’t make arrangement points or a fitting suit, you’ll need to add one yourself manually
- Once the avatar loads, go to the file menu, and save the project. Name it as “avatarMH_m_med_nrw” or whatever your MetaHuman body code is.
Now you’re ready to add clothes to your avatar.


