| HOW TOs > MAYA |
If you’ve animated a MetaHuman source rig in Maya, how do you transfer that animation (the FACE animation of it – see body here) to Unreal and apply it to a MetaHuman?
The following process assumes you’ve already imported a Maya MetaHuman source rig (instructions here) and animated the face using the facial GUI.
So as of February 2024 (Maya 2024 and Unreal 5.3.2), here’s the process:
- EXPORT FACE ANIMATION:
- Make sure your scene length is only as long as the animation – to avoid unnecessary processing time later.
- Take a note of your Maya scene’s FPS – you’ll need to match that later in Unreal.
- Click on “FacialControls” then right-click and choose “Select Set Members“
- Open the FILE menu and click the BOX next to ‘Export Selection…’
- In the dialogue box, under GENERAL OPTIONS, change the File type dropdown to “FBX export” then click “Export Selection“
- In the next dialogue box, under FILE TYPE SPECIFIC OPTIONS, change the Current Preset dropdown to “Autodesk Media & Entertainment
- Under ANIMATION, enable the “Animation” checkbox
- Under BAKE ANIMATION, enable the “Bake Animation” checkbox
- Make sure that the Bake Animation in and out frames are the full length of your timeline
- Under CONNECTIONS, disable the “Input Connections” checkbox
- Name your FBX (eg. ‘StretchAnimation_MayaMHface_forUnreal‘)
- Click “Export Selection”
- CHECK THE OUTPUT FBX:
- Go to the START menu and open a fresh MAYA session
- Go to FILE > IMPORT… and find the FBX of the body animation and open it
- In the Viewport, zoom out so you can see the skeleton
- Press play on the timeline to check that it works
- If it doesn’t, it might be because of a persistent bug in Maya! To fix that, QUIT OUT OF MAYA and open Maya again. And try the process again of importing it and see if it works.
- SETUP A SEQUENCE IN UNREAL:
If you don’t already have a Sequence with a MetaHuman, you’ll need to set one up.
- Open Unreal Engine and import a MetaHuman (via Quixel Bridge)
- Add the MetaHuman to your scene, and zero out its transform (ie. the location, rotation, scale in the details panel)
- In the Outliner, click the floor object (if you have one), and zero out its transform as well (it defaults to a height of 20 for some reason)
- Now in the content browser, create a folder for SEQUENCES and create a new Sequence in it (right-click and go CINEMATICS > LEVEL SEQUENCE)
- Open the Sequence, and change the FPS to match your Maya scene earlier
- Go to the first frame (0000), drag the Blueprint from the Outliner into the Sequence
- In the Sequence, under FACE, delete the “MetaHuman_ControlRig” layer
- IMPORT THE FACE ANIMATION:
- On frame 0000, right-click on “Face_ControlBoard_CtrlRig”, choose “Import Control Rig FBX” and open your facial animation FBX
- Under STRING MATCHING OPTIONS, twirl down the 0 and change “Find” to your namespace in Maya (INCLUDING the colon)
- Click the “Control Mapping Presets” dropdown and choose “Metahuman Control Mappings”, then click IMPORT
- You will need to adjust BOTH the Sequence ‘End Time‘ and ‘Selection End‘ to match the length of the clip you imported – otherwise it won’t fully play.

