How to Create a ‘MetaHuman ID’ in Unreal Engine
NOTE: IMAGES ON THIS PAGE ARE FROM THE OFFICIAL UNREAL ENGINE YOUTUBE VIDEO, “How to Use MetaHuman Animator in Unreal Engine“
Create new ‘MetaHuman Identity’ asset
- In the Content Manager, go back to your “Project Folder“.
- Make a new folder called “MetaHuman_Identities”, and open it.
CREATE NEW METAHUMAN IDENTITY
- Right-click in the folder, hover over MetaHuman Animator, and click on MetaHuman Identity.
- Rename this new asset as “ActorName_MHAID“, with your actor’s name of course replacing ActorName.
- Double click the new file to open it.
- Expand the editor window that has appeared to fullscreen.
Setup ‘Callibration Frames’
CREATE COMPONENTS FROM FOOTAGE
- Click to select your newly created MetaHuman Identity from the list on the left.
- Click the CREATE COMPONENTS button, then hover over FROM FOOTAGE, then double click the take that contains your callibration neutral poses.
There will now be a hierarchy on the left side, filled out with the captured data of the file you chose. The neutral pose item will be selected.
CHOOSE FRAME FOR “FRONT” POSE
- On the timeline at the bottom, move to a frame with a good neutral expression.
The eyes should be looking forward, not at the camera but forward in space.
- Now, on the bottom left of the video preview area, click the button with a big plus symbol.
- A popup will appear that says “current promoted frame will be set as front view”. Click ok.
- Now, below the video preview, click the blue bar to rename the frame, and type in “Front”.
CHOOSE FRAME FOR “LEFT” POSE
- Now to the left, click on the icon that looks like a camera.
- In the timeline, scrub along to find a frame of the person looking just slightly to the left side of the screen, which is their right of course.
- Click the plus button.
- Double click the blue horizontal line that has appeared, and type “Left”.
CHOOSE FRAME FOR “RIGHT” POSE
- Now to the left, again click the icon that looks like a camera.
- In the timeline, scrub through to find a frame of the person looking just slightly to the right side of the screen, which is their left of course.
- Click the plus button.
- Double click the blue horizontal line that has appeared, and type “Right”.
MHAID: ‘MetaHuman Identity Solve’ & Check Mesh
- Above the video preview, click the button that says “MetaHuman Identity Solve”.
A progress bar will appear, and say “Running MetaHuman Identity Solve”.
- When the progress bar is finished, click the “mesh to metahuman” button above the view preview window. Click the upper option, “auto-rig identity (Skeletal Mesh Only)”.
In bottom right corner of the screen, a dialogue box will let you know that it is processing remotely via the Epic servers. This step can take a while.
It will then say “Mesh to MetaHuman complete!”, and a new dialogue box will appear that says “Finalizing MetaHuman Identity”.
Once that finishes processing, just click OK the next dialogue box, which is just letting you know that a Skeletal Mesh is now available in your Content Browser.
MHAID: Add teeth pose
- Now in the hierarchy in the top left of the editor window, click the word Poses.
- Above that, click the ADD button with a green plus sign.
Hover over ‘Add Pose’, and click on “Add Teeth“.
- In the timeline below, choose a frame from your video that shows the actor bearing their teeth.
- Click the plus button.
- A dialogue box will say “Current frame will be set as front view”. Click OK.
- In the video preview, zoom into the teeth.
- On the right side, twirl down TEETH.
- With the ‘TOOTH LOWER 2’ line selected (highlighted in light blue), go above the video preview, and click on FIT TEETH.
- A dialogue box will say that is fitting the teeth, then finalizing MetaHuman identity.
MHAID: Prepare for Performance & Check Mesh
- Now in the hierarchy in the top left of the editor window, click the phrase “Neutral Pose”.
- Above the video preview, click the “Prepare for Performance” button.
- A dialogue box will say “Training the MetaHuman Identity for Performance processing”.
- Once it finishes, close the editor window for your “MetaHuman Identity”.
- In the Content Browser, double click the SKELETAL MESH that has been created.
- An editor window will appear. Click drag it over to just under the top menu, so it fills the screen as a tab.
- In the viewport, click-drag to check the mesh looks correct.
- Now close this editor window.


































