I’ve been testing various AI mocap solutions, and it’s hard to find a ‘great’ video example to test with.
So I made my own!
Feel free to download it in 1080p (1920×1080) or 4K UHD (3840×2160). Both are 30fps.
More results...
More results...
I’ve been testing various AI mocap solutions, and it’s hard to find a ‘great’ video example to test with.
So I made my own!
Feel free to download it in 1080p (1920×1080) or 4K UHD (3840×2160). Both are 30fps.
![]() |
Free casual MetaHuman resizable outfit for Unreal 5.6 (Gumroad link) https://tobyvirtualfilmer.gumroad.com/l/vfhorizoncasual
![]() |
| HOW TOs > MARVELOUS DESIGNER |
If you’re trying to use LIVESYNC with Marvelous Designer, you might have the dreaded “red circle”, showing you can’t connect.
Please be aware that as of June 2025 there is now a new undocumented SETTING that is off by default inside Marvelous Designer that you must manually turn on!!


Obviously, this is IN ADDITION to the steps you need to take, that are documented on the official help page here. That includes:


![]() |
![]() |
| <– ALL ‘HOW TO’ GUIDES |
What options are there for mocap using a suit and/or gloves?
Also see this list of AI video mocap services.
For a list of free mocap databases, check out this page.
![]() |
| HOW TOs > CASCADEUR |
How do you cleanup animation in Cascadeur?
This is a guide to how to cleanup the following animation types, supported by Cascadeur as of March 2025 (version 2024.3.3):
NOTE: If you don’t already have Cascadeur, the best option IMHO is to get the INDIE version, for $96 (as of March 2025). After you pay that, after a year it becomes “perpetual”. That is, within a year you will get updates, and then after that you can keep the software but won’t get updates. Make sure you read all about the features MISSING from the Indie version before you buy it.
The FBX you end up with in Cascadeur MUST BE LESS THAN 4000 frames. Otherwise it won’t work. So either:
| How long is 4000 frames? @24fps: 166 seconds (2min 46secs) @30fps: 133 seconds (2min 13secs) @60fps: 66 seconds (1 min 6 secs) |
If you’re using Maya, here’s a quick rundown of how to reduce an animation to 4000 frames.















DO NOT ‘fix’ the scene in Maya to be a different axis up. You might be tempted to change the ‘up’ in Maya, so that you don’t have to rotate the body in Cascadeur. Don’t do that! For some reason, it always screws up the results – at least for me in July 2024. |









OPTION 1. WITH SHORT ANIMATIONS
OPTION 2. WITH LONG ANIMATIONS
|
You have now fixed the scene!
To exit the ‘edit interval mode‘, click these two icons again to disable them:
It’s up to you how you want to work in Cascadeur. But here’s a quick overview of some basic steps to improve the motion capture.













Now you have done basic mocap cleanup, but you will need to adjust the animation further.
![]() |
![]() |
| HOW TOs > UNREAL |
You can send a MetaHuman to someone else, by using the free MetaHuman Creator website‘s built-in EXPORT process.
Just click the EXPORT button at the bottom of the MetaHuman Creator website’s first page (here’s a link to MetaHuman Creator website):
Then, you can just import any MHB file you are sent, by clicking on the IMPORT button on the main MetaHuman Creator page:
Here are some example MHB files that you can download:

To use this MetaHuman, just download the ZIP file, unzip it, then go to the MetaHuman Creator website (here), choose UNREAL 5.5, then when it opens up look for the IMPORT option at the bottom of the page. Click that, then choose the MHB file that was in the zip. You’ll then have a MetaHuman added to your account called Noah.
![]() |
| HOW TOs > UNREAL |
| HOW TOs > iCLONE & CHARACTER CREATOR |
The process has CHANGED for transferring characters from iClone to Unreal as of Unreal 5.5.
Bottom line: You CANNOT import characters into Unreal with ‘Import Animations’ enabled – it will screw up all your morphs. You must instead follow a process of first importing the character without animation, then importing ONLY the animation with no skeletal mesh.
I’ve typed up the process below, but here’s the official video explanation from Reallusion from January 2025:
![]() |
| HOW TOs > UNREAL |
I made a YouTube video tutorial about how to make a custom Unreal character:
IMPORTANT: The video and this description are not legal advice. No guarantees are made or implied that following these instructions will enable you to sell the resulting characters on third-party marketplaces.
Download the free example character (as a UE5.5 project) HERE.
Q. Why doesn’t the character you make look… good? It looks terrible compared to MetaHumans or Character Creator characters.
A. This is just an example of how the process works. You can use the MPFB2 ‘base mesh’ just as a starting point, and customize the mesh and the textures.
Q. Why do the ARKIT blendshapes you show in Unreal look so bad? The mouth even seems to expand when she smiles.
I didn’t spend time in Face It fixing them. You’re supposed to at least go through and fix them a little bit, but I didn’t. Again, this is just an example of the process.
Q. Why not just use a MetaHuman?
MetaHumans are great, but this video is about trying to make a fully CC0-licensed character – that can be sold on 3rd-party marketplaces. MetaHumans can’t be sold (as complete products) anywhere. You can sell the building blocks, like the 3d face mesh and the skin, but not the full thing.
Q. Why not just use Character Creator characters?
Character Creator characters can only be sold in the official Reallusion stores. This tutorial is about making a custom CC0-licensed character that can be sold anywhere.
Q. Why don’t you just use HumanGen (Blender plugin)?
The results aren’t CC0, and aren’t sellable in marketplaces.
Q. The skin is so basic – why don’t you use “GlobalSkin”? It makes truly photorealistic skin.
The results aren’t CC0, and aren’t sellable in marketplaces.
![]() |
| HOW TOs > UNREAL |
You can now get access to the “full” outfit that was shown during the GDC demo called ‘Talisman’ – the captain of the spaceship’s outfit, fully simulated with layers inside of Unreal 5.4. (I made this YouTube video showing how cool the demo was.)
It takes a bit of effort to find, but when you eventually get it, you will be able to open the cloth asset and it will look like this:
So how do you actually GET that file though?
Once you install Fortnite and UEFN to your PC, you should have these option in your Epic Games Launcher:
Click on UNREAL EDITOR FOR FORNITE.
Once the UEFN splash page appears, click on the “Talisman MetaHuman” tile, then create a new project.
Once you’re in that new project, you need to follow the instructions at the bottom of this page. But if it’s TLDR for you, in the Verse Outliner there is a file called “camera_switch_mode_device.verse”. Just double click it.
You’ll eventually see a whole lot of code, and in there at the top you will see a link to a box.com URL. That URL is a zip file. Download it – its 2.2gb:
![]() |
Once you have unzipped those folders, go to:
CaptainRoux_Cloth_Learning_Assets\CapRoux_Cloth_Example_UE
And you will see “Cloth_Example.uproject“.
Open it.
then have a look around and you will find this asset:
Double click that ClothAsset, and it will open:
This is an incredibly complicated and custom Dataflow graph that they have specifically made for this garment.
But hopefully it will help us all to figure out… how to make it work.
I guess we learn from that example, and follow the general instructions here to make our own garments:
Let me know on Twitter (@virtualfilmer) or my YouTube if you have success with your own garment!
![]() |
| HOW TOs > UNREAL |
When you render hair grooms with the Movie Render Queue in Unreal, you can have real problems if the depth of field is really thin.
I have a new solution as of June 29, 2024. I’m working on a tutorial. You can check out the results here while you wait for the tutorial to go live:
![]() |
| HOW TOs > MARVELOUS DESIGNER |
(This a ROUGH document, use at your own risk!)
Once you’ve finished your MetaHuman clothing in Marvelous Designer, how do you export it to Maya?
IMPORTANT: Keep in mind that the process below uses a combination of MAYA 2022 and MAYA 2024, because that’s what I use (as of June 2024). I use Maya 2022 to import the MetaHuman from Bridge, and Maya 2024 to refine the clothing’s mesh etc.
In the following example, I’ll be using a MetaHuman I’ve made called “Svetka“.
She is a female, medium height and normal weight. (ie. f_med_nrw)
And I’ll be fitting a ‘pencil skirt’ outfit from Marvelous Designer (one of the free clothing items in the CLO asset store) using Maya.
You need to refine your U-V shells, so they are ready for export:
If you don’t already have your project saved, you should save it with a specific name, so that you can re-do the export later if it’s incorrect.
Now you can export the FBX:
You can skip this step if you want to just try to rig / skin your garment “as it is” on your MetaHuman. Just jump straight to step 5!
In this step, we’ll go through how to prepare your garment for skinning, by:
You might still have Maya 2022 or 2023 open, with the “_full_rig_01_Y-up.mb” scene open.
CLOSE that Maya entirely.
Then freshly open Maya 2024 or above.
You should use Maya 2024 or above for the next few steps, because they don’t involve the MetaHuman rig, and Maya 2024 has much better vertex merging results.


What you’re really checking for is any strangeness that could be caused by accidental overlapping UVs. If you find any, go back to Marvelous and adjust the UVs and re-export, then re-import into Maya.
You’ll be making a lot of changes so its good to make sure you keep saving as you go.
Now you need to go through your mesh and delete any faces in your garment that will never be seen. Otherwise later you will get strange bits of mesh poking through your garment because the skinning process gets confused.
(For example, if your character is wearing a shirt, and the shirt goes below the belt level and is tucked inside the pants, you need to now go in and delete those faces. Otherwise they will cause problems with skin weight painting later.)
What I usually do is:
Before you finish this step, make sure that your garment is a single mesh in the Outliner. If it isn’t:
Now we need to merge vertices.
Now you need to check the vertices and re-merge if necessary.
If it separates into separate garments that really should be separate, like into a separate pants and shirt, that’s fine. But if pieces of fabric within the shirt, for example, are separate objects, you need to do some more merging. So:
| REMEMBER!!
Remember to MERGE vertices of your SHIRT PROPS (badges, etc) to your SHIRT. And merge your PANT PROPS (gun holsters etc) to your PANTS. |
Now might need to change your UV tiling from a single tile (0-1) to multiple ones, but only if you are doing cinematics with the camera close. Otherwise, the textures will be TOO BLURRY.
So to adjust the UV shells so they span over multiple tiles (and are therefore higher resolution):

| For example: f_med_nrw_UE5pt4_PencilSkirt_MayaUnriggedGarment.fbx |
Now close Maya 2024, and open Maya 2022.
Open up your MetaHuman source file scene; the one ending in “_01_Y-up“.
| For example: Svetka_full_rig_01_Y-up.mb |
You should have Maya 2022 open, with the MetaHuman source file project open – the one ending in “_01_Y-up“.
Now you need to go through and add keyframe poses to this scene, which will make skin weight painting possible in the next step.
This takes about ten minutes or so to setup. It’s WORTH it! Because you can reuse this scene over and over in the future to rig and weight-paint any garment for this sized MetaHuman Body.
Okay, to set up the scene ready for skinning:
Now we need to set some keyframes, so we will be able to see the movement of our clothing as our skeleton moves.
Keep keep going like that until you get to frame 140.
Now, let’s set seven key poses.
Those are the main poses that will help problem solve your “skin weight painting” in the next step.
| For example: Svetka_full_rig_02keyframes.mb |
Okay, this is the point where I usually switch to Maya 2024, and make sure my Maya scene says its 2024 only. That’s because for some reason skin bindings and skin weights and NGskintools all work much better in Maya 2024. However, switching over means that you’ll lose the ability to animate the MetaHuman facial rig and other things inside the Maya scene, just FYI.
| For example: Svetka_full_rig_04garmentriggingMAYA2024.mb |
And click the button to save it.
Now let’s add the garment.
Go to FILE >IMPORT, and import the FBX file with the garment (either the one from Marvelous Designer or the one you adjusted in Step 4 and re-exported from Maya as an FBX).
Now we need to bind the clothing item to our skeleton.
But first, we need to check it.
Turn on TEXTURED in the viewport, if it isn’t already, and move around your clothing item. Make sure everything looks correct. You don’t want to move forward unless it definitely looks right, because the next steps are quite a lot of work.
Okay, now let’s bind the garment to the skeleton.
It will now be bound. Scrub through the timeline, and you’ll see it’s bound but not perfect yet. Go back to frame 0.
The first step of fixing our skin weights will be to copy the existing weights from the MetaHuman’s skin.
If you scrub through the timeline you’ll see that it’s better but still quite messy, but we will now clean that up using NG Skin Tools.
But before we do, go up to FILE > SAVE AS. Replace the “03_garmentrigging” in the name with “04_skinbound“.
| For example: Svetka_full_rig_04_skinboundMAYA2024.mb |
And click the button to save it.
We don’t want to see the MetaHuman’s skin for this next stage, so:
Now we’re going to smooth the skin weights.
For this tutorial I’m going to be doing it the simplest way, using the plugin “ngSkinTools2“.
You’ll need to go ahead and install “ngSkinTools2″ if you haven’t already, and restart Maya. The plugin is free for testing use.
Now that skin weights are a fair way along, go up to the file menu, save scene as. Remove the zero 5 skin bound in the name, and replace it with “zero six, weight, painted“.
| For example: Svetka_full_rig_06weightpaintedMAYA2024.mb |
And click the button to save it.
During the process of smoothing, you may find that you can see the skin of the character poking through the mesh. Now, in unreal we’re going to be hiding the skin, so that won’t really be an issue. But, on the other hand, if the smoothing process has made body parts sort of collapse, like the person’s butt has caved in a bit, that should be fixed now.
What you can do is:
Go through and try to reduce the warping and bending of hard items like buttons.
I tend to just try to smooth the area around the buttons when the character is in extreme poses, to try to lessen the effect of the bone movement on them.
Okay, so you’re now ready to export the rigged, complete garment with correct skin weights, to FBX.
Now import the “shoes“, FBX, from marvelous designer, and go through the same process, of binding it to the skeleton, using bind skin. Then copy the skin weights. And smooth the skin weights with n g skin tools. Then select it in the outliner, and go file, export selected. Then name the file, ending in, “_mayarigged_shoesonly“. Then click export selected. And in the popup, just the same settings as we did before.
And we’re finished with Maya so you can close the program if you like.
Now we will make proper textures with Substance Painter, to later “plug-in” to your clothing’s materials in Unreal.
If you’d like to apply textures in Substance Painter just to edges etc, check out this tutorial all about ‘generators‘. |
Okay, before we go any further, we need to create a MetaHuman that hasn’t got any clothes of its own, for us to use inside Unreal.
So open up the MetaHuman Creator website in a web browser.
Login, and make a naked version of your MetaHuman. So remove the top clothes, bottom clothes, and change the shoes to be flip flops, so that the mesh will include the skin for the feet.
I usually name my MetaHuman something like “SvetkaNoClothes“.
Then I log out of the MetaHuman Creator website.
Okay so now in the epic games launcher, launch the engine.
There are now two vital settings that you need to change in your Unreal Project settings.


In the content browser, make a new folder called “Imports”, and open it.
Then make a new folder called “Clothing”. Then open it.
Then make a new folder named for your garment type. Then open it.
Now right click, and click the top import option.
Find the FBX that you exported from Maya, ending in, “_07mayariggedgarment“.
In the next dialogue box, click to reset the settings.
Change the Skeleton to, “metahuman, underscore, base, underscore, skel”.
Then click IMPORT ALL.
Once it loads, if you get a “failed to merge bones” error, it’s really frustrating but it means you need to literally quit out of unreal and Maya, and restart your computer, then re-export from Maya again. That’s the only way I’ve found to fix this error.
Okay, if the import worked, a series of Materials will have been created.
Now we need to apply our Substance Painter textures to our materials.
So in the Content Browser, make a new folder called something like “SubstancePainterTEX”, and open it.
Now, for each material of your garment, you need to do the following:
So go through all of your materials and do that.
Okay, now let’s actually add the clothing item to our MetaHuman.
So in the Outliner, click to edit your MetaHuman.
In the window that pops up, on the left side, under Components, click the Torso.
On the right side of the window, click the Skeletal Mesh dropdown, and choose the garment that you imported.
At the top of the window, click Compile. Then click Save. And now you can close this editor window.
So let’s start with hiding body parts that shouldn’t be seen, because of the clothing.
For the moment, go into your MetaHuman’s blueprint and remove the garment from the torso, and the shoes from the feet, so you can clearly see all the skin.
There are three files we need to go through and duplicate, to make custom versions for our MetaHuman.
We now need to hide parts of the head, just like we did for the body.
There are three files we need to go through and duplicate, to make custom versions for our MetaHuman’s head.
Now the head will only show the portion above the collar line.
Next we need to attach our solid props to our MetaHuman.
So the easiest way to do that is by making a socket in the skeleton.
But just remember that it’s not a perfect solution, because the prop will just be sort of floating in space, by an offset amount relative to a bone. So it has no active physics or collision, which means it will penetrate the clothing when the character moves in certain ways.
![]() |
| 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:

Now you’re ready to add clothes to your avatar.
![]() |
| HOW TOs > UNREAL |
If you’re coming from Maya or Blender, there are EIGHT IMPORTANT SETTINGS that make animation much easier in Unreal.
Go to “EDIT > EDITOR PREFERENCES“, then enable the following:
| 1 | “Invert Middle Mouse Pan“ | This helps to make your pan consistent with your mouse movement. So when you pan around the scene (etc) it looks correct. |
| 2 | “Orbit Camera Around Selection“ | This means when you select things in the viewport, the camera orbits around that selection. |
| 3 | “Left Mouse Drag Does Marquee” (the one under ‘Content Editors – Level Sequence Editor’) | This just means you can drag a marquee in the Viewport to select. |
| 4 | “Screen Rotate“ | This helps rotation in the viewport. |
| 5 | “Arcball Rotate“ | This helps rotation in the viewport. |
| 6 | “Snap Playhead to Interval” (the one under ‘Content Editors – Level Sequence Editor’) | This stops the playhead from moving outside your timeline when you scrub. This option is also sometimes called ‘Snap Interval While Scrubbing’. |
Now in “EDIT > EDITOR PREFERENCES“, turn off the checkbox for the following:
| 7 | “Auto Expand On Selection” (the one under ‘Content Editors – Level Sequence Editor’) | This stops you having to scroll up and down as much in Sequencer. |
Now in “EDIT > EDITOR PREFERENCES“, go to this setting and change the text field to say ‘Compact‘:
| 8 | “View Density” (the one under ‘Content Editors – Level Sequence Editor’) | Setting this to COMPACT makes the Sequencer take up less vertical space, which makes animation much easier. |
![]() |
| HOW TOs > UNREAL |
MAY 1, 2024.
For the brand-new Unreal 5.4, I’m still trying to figure out the Kinematic Collider and the layered clothing system, so I’ve made a custom Dataflow Graph that I’ve tried to make ‘match’ as close as possible Tim Brekensiek’s instructions on this official documentation page when it comes to the PROJECT TALISMAN setup.
For anyone else trying to replicate the ‘Project Talisman‘ setup, I made this post to share my work in case it helps. Please find the COMMENTS button on that official page link, and add your comment, if you think you’ve figured out how to make all this work!
Here’s a low-res image of my current Dataflow template (there is no feature to ‘save out dataflow graph in high resolution’ in Unreal yet!):
And you can download my ‘complex’ Dataflow graph here:
20240501_CAComplexTemplateV3.zip
If you’d like to replicate my experiments, here are more details:

![]() |
| HOW TOs > iCLONE & CHARACTER CREATOR > Face Animation Importer |
After you export your face animation from Unreal using the Python script, you will end up with a CSV.
If you open that CSV in Microsoft Excel, the column headings should precisely match the following:
A. CTRL_expressions_jawRight
B. CTRL_expressions_jawLeft
C. CTRL_expressions_jawOpen
D. CTRL_expressions_jawClenchR
E. CTRL_expressions_jawFwd
F. CTRL_expressions_jawBack
G. CTRL_expressions_jawClenchL
H. CTRL_expressions_neckMastoidContractL
I. CTRL_expressions_neckStretchL
J. CTRL_expressions_neckDigastricDown
K. CTRL_expressions_neckDigastricUp
L. CTRL_expressions_neckStretchR
M. CTRL_expressions_neckThroatExhale
N. CTRL_expressions_neckThroatInhale
O. CTRL_expressions_neckMastoidContractR
P. CTRL_expressions_neckThroatDown
Q. CTRL_expressions_neckThroatUp
R. CTRL_expressions_jawChinRaiseDR
S. CTRL_expressions_jawChinRaiseUR
T. CTRL_expressions_mouthLipsBlowR
U. CTRL_expressions_mouthLipsPressR
V. CTRL_expressions_mouthLipsTogetherUL
W. CTRL_expressions_mouthLipsPressL
X. CTRL_expressions_mouthLipsBlowL
Y. CTRL_expressions_mouthStretchLipsCloseR
Z. CTRL_expressions_mouthStretchLipsCloseL
AA. CTRL_expressions_tonguePress
AB. CTRL_expressions_tongueRollLeft
AC. CTRL_expressions_tongueRollRight
AD. CTRL_expressions_tongueRollUp
AE. CTRL_expressions_tongueRollDown
AF. CTRL_expressions_tongueTipLeft
AG. CTRL_expressions_tongueTipRight
AH. CTRL_expressions_tongueTipUp
AI. CTRL_expressions_tongueTipDown
AJ. CTRL_expressions_tongueLeft
AK. CTRL_expressions_tongueRight
AL. CTRL_expressions_tongueUp
AM. CTRL_expressions_tongueDown
AN. CTRL_expressions_tongueWide
AO. CTRL_expressions_tongueNarrow
AP. CTRL_expressions_tongueIn
AQ. CTRL_expressions_tongueOut
AR. CTRL_expressions_tongueRoll
AS. CTRL_expressions_mouthLeft
AT. CTRL_expressions_mouthRight
AU. CTRL_expressions_mouthUp
AV. CTRL_expressions_mouthDown
AW. CTRL_expressions_mouthUpperLipRaiseL
AX. CTRL_expressions_mouthSharpCornerPullL
AY. CTRL_expressions_mouthCornerPullL
AZ. CTRL_expressions_mouthDimpleL
BA. CTRL_expressions_mouthCornerDepressL
BB. CTRL_expressions_mouthStretchL
BC. CTRL_expressions_mouthLowerLipDepressL
BD. CTRL_expressions_mouthLowerLipDepressR
BE. CTRL_expressions_mouthStretchR
BF. CTRL_expressions_mouthLipsTowardsDL
BG. CTRL_expressions_mouthFunnelUR
BH. CTRL_expressions_neckSwallowPh1
BI. CTRL_expressions_neckSwallowPh2
BJ. CTRL_expressions_mouthLipsTowardsUL
BK. CTRL_expressions_mouthLowerLipBiteR
BL. CTRL_expressions_mouthFunnelDR
BM. CTRL_expressions_mouthLipsTightenDL
BN. CTRL_expressions_mouthPressUL
BO. CTRL_expressions_mouthLipsTightenDR
BP. CTRL_expressions_mouthFunnelDL
BQ. CTRL_expressions_mouthCheekSuckL
BR. CTRL_expressions_mouthCheekBlowL
BS. CTRL_expressions_mouthLipsTightenUL
BT. CTRL_expressions_mouthLipsTightenUR
BU. CTRL_expressions_mouthPressDL
BV. CTRL_expressions_mouthFunnelUL
BW. CTRL_expressions_mouthLipsTowardsUR
BX. CTRL_expressions_mouthLipsPurseDR
BY. CTRL_expressions_mouthUpperUpBiteL
BZ. CTRL_expressions_mouthPressDR
CA. CTRL_expressions_mouthPressUR
CB. CTRL_expressions_mouthLipsPurseDL
CC. CTRL_expressions_mouthUpperLipBiteR
CD. CTRL_expressions_mouthCheekSuckR
CE. CTRL_expressions_mouthCheekBlowR
CF. CTRL_expressions_mouthLipsPurseUL
CG. CTRL_expressions_mouthLipsTowardsDR
CH. CTRL_expressions_mouthLowerLipBiteL
CI. CTRL_expressions_mouthLipsPurseUR
CJ. CTRL_expressions_mouthCornerDepressR
CK. CTRL_expressions_mouthUpperLipRaiseR
CL. CTRL_expressions_mouthDimpleR
CM. CTRL_expressions_mouthSharpCornerPullR
CN. CTRL_expressions_mouthCornerPullR
CO. CTRL_expressions_earUpR
CP. CTRL_expressions_earUpL
CQ. CTRL_expressions_noseNostrilDilateR
CR. CTRL_expressions_noseNostrilCompressR
CS. CTRL_expressions_noseWrinkleR
CT. CTRL_expressions_noseNostrilDepressR
CU. CTRL_expressions_noseNostrilDilateL
CV. CTRL_expressions_noseNostrilCompressL
CW. CTRL_expressions_noseWrinkleL
CX. CTRL_expressions_noseNostrilDepressL
CY. CTRL_expressions_eyeLookLeftL
CZ. CTRL_expressions_eyeLookRightL
DA. CTRL_expressions_eyeLookUpL
DB. CTRL_expressions_eyeLookDownL
DC. CTRL_expressions_eyeBlinkL
DD. CTRL_expressions_eyeWidenL
DE. CTRL_expressions_eyeLookLeftR
DF. CTRL_expressions_eyeLookRightR
DG. CTRL_expressions_eyeLookUpR
DH. CTRL_expressions_eyeLookDownR
DI. CTRL_expressions_eyeBlinkR
DJ. CTRL_expressions_eyeWidenR
DK. CTRL_expressions_eyePupilWideR
DL. CTRL_expressions_eyePupilNarrowR
DM. CTRL_expressions_eyePupilWideL
DN. CTRL_expressions_eyePupilNarrowL
DO. CTRL_expressions_eyeLookLeftL
DP. CTRL_expressions_eyeLookRightL
DQ. CTRL_expressions_eyeLookUpL
DR. CTRL_expressions_eyeLookDownL
DS. CTRL_expressions_eyeCheekRaiseL
DT. CTRL_expressions_eyeSquintInnerL
DU. CTRL_expressions_eyeLidPressL
DV. CTRL_expressions_noseWrinkleUpperL
DW. CTRL_expressions_noseWrinkleUpperR
DX. CTRL_expressions_eyeSquintInnerR
DY. CTRL_expressions_eyeCheekRaiseR
DZ. CTRL_expressions_eyeLidPressR
EA. CTRL_expressions_browLateraIR
EB. CTRL_expressions_browLateralL
EC. CTRL_expressions_browDownR
ED. CTRL_expressions_browDownL
EE. CTRL_expressions_browRaiseOuterL
EF. CTRL_expressions_browRaiselnL
EG. CTRL_expressions_browRaiselnR
EH. CTRL_expressions_browRaiseOuterR
EI. CTRL_expressions_mouthCornerWideL
EJ. CTRL_expressions_mouthCornerNarrowL
EK. CTRL_expressions_mouthCornerUpL
EL. CTRL_expressions_mouthCornerDownL
EM. CTRL_expressions_mouthCornerUpR
EN. TRL_expressions_mouthCornerDownR
EO. CTRL_expressions_mouthCornerWideR
EP. CCTRL_expressions_mouthCornerNarrowR
EQ. CTRL_expressions_eyeFaceScrunchR
ER. CTRL_expressions_mouthLipsPushUL
ES. CTRL_expressions_mouthLipsPullUL
ET. CTRL_expressions_mouthLipsThickUR
EU. CTRL_expressions_mouthLipsPushDL
EV. CTRL_expressions_mouthLipsPullDL
EW. CTRL_expressions_mouthLipsThickUL
EX. CTRL_expressions_mouthCornerRounderDR
EY. CTRL_expressions_mouthCornerSharpenDR
EZ. CTRL_expressions_mouthLowerLipShiftLeft
FA. CTRL_expressions_mouthLowerLipShiftRight
FB. CTRL_expressions_mouthLowerLipRollInR
FC. CTRL_expressions_mouthLowerLipRollOutR
FD. CTRL_expressions_mouthLipsThickDL
FE. CTRL_expressions_mouthCornerRounderUR
FF. CTRL_expressions_mouthCornerSharpenUR
FG. CTRL_expressions_mouthUpperLipShiftLeft
FH. CTRL_expressions_mouthUpperLipShiftRight
FI. CTRL_expressions_mouthUpperLipRollInR
FJ. CTRL_expressions_mouthUpperLipRollOutR
FK. CTRL_expressions_mouthLowerLipRollInL
FL. CTRL_expressions_mouthLowerLipRollOutL
FM. CTRL_expressions_mouthCornerRounderDL
FN. CTRL_expressions_mouthCornerSharpenDL
FO. CTRL_expressions_mouthLipsThickDR
FP. CTRL_expressions_mouthUpperLipRollInL
FQ. CTRL_expressions_mouthUpperLipRollOutL
FR. CTRL_expressions_mouthCornerRounderUL
FS. CTRL_expressions_mouthCornerSharpenUL
FT. CTRL_expressions_noseNasolabialDeepenL
FU. CTRL_expressions_eyeFaceScrunchL
FV. CTRL_expressions_mouthLipsPushUR
FW. CTRL_expressions_mouthLipsPullUR
FX. CTRL_expressions_mouthLowerLipTowardsTeethR
FY. CTRL_expressions_mouthLowerLipTowardsTeethL
FZ. CTRL_expressions_noseNasolabialDeepenR
GA. CTRL_expressions_mouthLipsPushDR
GB. CTRL_expressions_mouthLipsPullDR
GC. CTRL_L_mouth_lipsTowardsTeethU_1451
GD. CTRL_expressions_mouthUpperLipTowardsTeethR
GE. Discard because no blendshape
GF. Discard because no blendshape
![]() |
For help with the FACE ANIMATION IMPORTER PRO plugin, click here.
![]() |
| HOW TOs > iCLONE & CHARACTER CREATOR |
| HOW TOs > UNREAL |
You can now use iClone and Character Creator clothing on MetaHumans, with a workflow developed by StyleMarshal aka Bassline303 on the Reallusion forums.
The process has some important caveats.
Okay so let’s go through the process.



Okay your body should now look like the MetaHuman body base that you want. Don’t worry if the eyes look strange and the head isn’t right, this process is just about the body.


Now we need to add a MetaHuman to the project, but it needs to have all of its arms and legs visible, so we need to make a custom MetaHuman. The MetaHuman must have ‘none’ chosen for the Top and Bottoms options for clothing, as described below.



















\








You will end up with something like this:
The physics asset will not be great, so it will have ‘poke through’ as above. This isn’t an in-depth tutorial on mastering the new Cloth Physics Editor, so unfortunately you will need to dive in and experiment. This feature is experimental and it’s currently difficult to make it “perfect”. However, the new ‘kinematic collider’ can solve the problems – check out this official document and scroll down to where they discuss how they added the ‘kinematic collider’ for Project Talisman:
Also, of course, you’ll need to HIDE BODY PARTS of the MetaHuman for some items – to avoid big mesh breakthrough, just like with any other clothing item for MetaHumans. That process is beyond the scope of these instructions.
![]() |
| HOW TOs > MARVELOUS DESIGNER |
Sometimes when you export a garment from Marvelous Designer, the stitch lines create visible “spaces” in the clothing item.
To fix this, you need to adjust the stitches.

And that’s it! Now when you export the garment, it will no longer have ‘separation’ at the sewing lines.
![]() |
| HOW TOs > MARVELOUS DESIGNER |
The edges of clothing items can be “too perfect” when exported from Marvelous Designer, like the bottom edges of this t-shirt:
To solve this, you can use Maya’s built-in sculpt tools. Just use the “grab” tool – try to avoid the ‘smooth’ tool as it will create obvious problems with the mesh.
Here’s how to use the GRAB tool:




![]() |
| HOW TOs > MARVELOUS DESIGNER |
Many garments that have ‘topstitches‘ (such as denim jeans and shoes) will often end up having a massive amount of separate meshes and very very high polygon counts when you export them.
![]() |
![]() |
The solution is to change the topstitches from 3D models to textures. (That is, they simply become part of the texture images that you export from Marvelous Designer – rather than being actual 3D meshes with polygons.)
To do that, you need to change all “topstitch” items in your scene from OBJ format to TEXTURE.
To do that:

Now you can export as normal:
– Go FILE > EXPORT > FBX
Then the result, in your DCC of choice, will have the topstitches baked into the textures:
![]() |
![]() |
| HOW TOs > WINDOWS |
How do you add a windows “convert to WebP” option when you right-click in Windows Explorer?
One way is to download and install the free FILE CONVERTER program for Windows.


![]() |
| HOW TOs > SUBSTANCE 3D PAINTER |
What is the “Substance” plugin for Maya and what can it actually do?
It’s a free plugin for Maya 2024, 2023, 2022, 2021 and 2020.
It lets you:
You can download it here.
The official help files website is here: https://helpx.adobe.com/substance-3d-integrations/3d-applications/maya/substance-in-maya-overview.html
The official release notes can be found here. (Useful to know what has recently changed or been fixed).
Just download the file and double click, then it will walk you through the installation.
However, even once you install the plugin, it does not automatically load in Maya. You need to do this:

You should now have a new shelf in Maya called ‘Substance‘.
The buttons are:
![]() |
Substance Settings (opens the Substance settings menu) |
![]() |
Batch Import (imports and creates the selected Substance files) |
![]() |
Batch Bake to Disk (bake selected Substance nodes to a folder) |
![]() |
Upgrade Old Nodes (convert all old plugin nodes to new nodes) |
![]() |
Apply Workflow to Maps (apply Substance workflows to image maps) |
![]() |
Open Content (open sample ‘sbsars’ in content browser) |
![]() |
Open Substance 3D Assets (Open the paid ‘Substance 3D Assets’ website in a browser) https://substance3d.adobe.com/assets/ |
![]() |
Open ‘Substance Share’ (Open the free community assets website in a browser) https://substance3d.adobe.com/community-assets/ |
![]() |
Open Documentation: Open the ‘Substance in Maya‘ documentation in a browser https://helpx.adobe.com/substance-3d-integrations/3d-applications/maya.html |
![]() |
About Substance in Maya: Display ‘About’ window |
If you click the Open Content button you’ll see a list of free included materials:
These “.sbsar” files are on your hard drive: C:\Program Files\Allegorithmic\Adobe Substance 3D for Maya\2024\sbsars
To apply a Substance material to a mesh, you first IMPORT the “.sbar” and then construct the Material in Hypershade.
To do that:














![]() |
![]() |
| HOW TOs > MARVELOUS DESIGNER |
I haven’t gotten this to work fully yet (as of Thursday March 21 2024, 8:45am) but here is what is working so far:











![]() |
| HOW TOs > UNREAL |
WEDNESDAY MARCH 20, 2024
Epic today revealed (at their MetaHumans and Marvelous Designer session) 4 massive breakthroughs that will arrive on April 20 2024 with the full release of 5.4 (they are NOT in the preview 1):
|
I found the presentation about Marvelous Designer simulation features in UE5.4 amazing but a little difficult to follow just because it was so dense and full of wonderful detail. 🙂 So I wrote out what Epic’s Jared Monsen said then I tried to separate it into parts and steps (below) – to make it easier to follow. I’m sure, closer to UE5.4’s release on April 24, we will get proper documentation! But for now, this might help some folks like me who are keen to understand but found it all too a little overwhelming.
You can find the start of this part of the video stream here. Follow along by reading my ‘split into parts and steps‘ transcript below….
(This presentation is (C)2024 EPIC GAMES and the text is presented here only for educational purposes and to help the community, including hard of hearing and EAASL folks!)
It really is awesome to be able to take clothing assets from high end packages like Clo and Marvelous Designer, where clothing panels and parameters translate directly into the Engine.
With such an easy integrated workflow, it’s clear to see it’s a “win win” for everybody here.
And this new process, which will be in Beta in 5.4, allows you to easily see the real-time representation of your “sim” set up quickly.
Once in the Engine, you have the option to use those results in Unreal or send them on to be used in UEFN.
AUTOGENERATED GRAPH: A new feature we’ve added is an auto generated graph that’s built when you first create a “cloth asset node”. This graph helps you get going fast and saves you time getting started. This includes the USD import node, some core nodes for setting up the simulation, value transfers from Marvelous Designer (if selected), a physics asset node, and parameters set to good initial values.
USD IMPORT HAS TWO MESHES: The USD import brings in both a simulation mesh and a render mesh for you to immediately use. And just to be clear by what I mean by that:
AUTO-SKINNING AND AUTO-LOADING: We’ve also added some really great nodes for you to use in your graph, like auto skinning and auto loading to speed up the creation process. And this feature streamlines the cloth setup, allowing you to arrive at a working simulation much faster and more easily.
FLEXIBLE PIPELINE: One of the best features of the clothing pipeline though is not only do we provide automated path for many aspects of the pipe, but we also allow you to customize basically every part of that pipeline to suit your needs.
For Talisman, we decided we wanted to have the best of both worlds. In this project, we felt there were assets that we wanted our ours to customize to fit our needs.
For example, we created our own customized higher resolution render mesh for the captain’s costume. The clothing graph allows us to swap out the render mesh for our own version in a really easy way. We also decided to use some of our artist-tuned skin weighting for LOD 0. And we used a remesh node to auto generate lower resolution “sim meshes” for the lower LOD’s. In addition, we dialed in the simulation solver settings as well as other nodes to meet the needs of our project.
KINEMATIC COLLIDER: And another customization, customization we use is a really cool new feature which uses a “Kinematic Collider”.
This is a deformable collider mesh that moves with the skinned asset. This allows more accurate collisions at a relatively inexpensive price.
The Kinematic Collider is really easy to set up in the graph and solves a lot of problems that come from just using Capsules.
The ability for us to customize the graph in areas that we wanted to, but also take advantage of the automated processes where we could, saved us time while also giving us creative freedom and control over the end results.
With these features you can decide what pipeline best works for your needs – anything from again the fully automated to the totally customizable.
Let’s take a closer look at the clothing panel editor.
The clothing panel editor was released in UE5.3 and introduced a new way of authoring cloth.
The clothing panel editor is where all your clothing graph work is done.
There are 4 main sections to the editor:
Once you’re done setting up the graph in the panel editor, you’re now ready to use your cloth asset and UE or export to UEFN.
But before we do that, let’s take a look at some nodes that might be of particular interest to you.
The new Transfer Skin Weights node is a new tool that we’ve added to the Unreal toolbox for you to use. This node allows you to take an imported static mesh or asset that came from the USD import and copy weights from a user defined skeleton mesh to the chosen mesh.
Since the cloth solver needs weights in order to work correctly, this is a great solution that skips the need for you to rig and await your clothing mesh in an external DCC.
In most cases, all you’ll need is a rigged body – most likely your character or simplified version of it – and then your static mesh as inputs.
The output of this node will give you a skinned version of the static mesh, now ready to use for your clothing asset.
Two more things to note about the ‘Transfer Skin Weights’ node:
The “remesh” node allows for auto generation of lower resolution meshes, based on a target percentage.
You can choose to remesh both the “render mesh” and “simulation mesh” – or just one, or the other.
For creating LODs in “Talisman” and we took a hybrid approach:
Now that you have the cloth asset all set up, getting your cloth asset into UEFN is really straightforward.
At any point in time in your process you can use the “migrate tool” to to migrate your cloth into UEFN.
When migrating your cloth, the only essential assets you need to migrate are:
Materials and textures are also available for you to migrate, but you may or may not need them depending on your project needs, and if this is the first time you’ve migrated the asset into your project.
The “clothing asset” bundles up almost everything you need into one asset, which makes the process really simple when exporting to UEFN.
Rue’s jacket is 100% simulated using self-collision and a “kinematic Collider”.
Real time simulation is not an easy task, and it’s always a ‘give and take’ relationship when it comes to performance and quality.
Our goal is to make real time simulation more widely usable and performance friendly.
You can expect one to one performance and behavior between Unreal and UEFN. Which is really cool.
Our clothing tool gives you a new option as a developer. Whatever your budget is, real time simulated clothing is now a much more realistic option for you to use in your project.
Our engineers and artists have been on the ground level using the system and we’re really excited to continue to push and develop it on all fronts.
The Clo and Marvelous Designer functionality will also be releasing at the same time UE5.4 does. So at 5.4 launch everything is unlocked and ready for you to use.
We’d like to thank Clo for their work and their collaboration as we worked on implementing the USD format, and collaborating with the clothing and fashion industry and a leading company like Clo is really a wonderful opportunity.
We’re really excited to see what the community creates and leverages when creating their own experiences.
(This presentation is (C)2024 EPIC GAMES and the text is presented here only for educational purposes and to help the community, including hard of hearing and EAASL folks!)
![]() |
| HOW TOs > MARVELOUS DESIGNER |
What free clothing items come with Marvelous Designer 12?
(This page lists the ones that are in the “Garment Library” inside the application, but also remember you can download free items from the CLO ASSET STORE by clicking ‘store’ then only enabling the ‘free’ option.)













As well as the free garments, the Modular Configurator tool (in the WINDOW menu) has male and female versions of the following:
![]() |
| <– ALL ‘HOW TO’ GUIDES |
![]() |
| HOW TOs > UNREAL |
If you have a MetaHuman in Unreal Engine 5, how do you add jewelry or some other prop (like a police shield) to their clothing?
Well, check out this awesome tutorial from Fractured Fantasy, which shows you how to do just that! Here’s the overall process:
![]() |
| <– ALL ‘HOW TO’ GUIDES |
![]() |
| 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:
![]() |
| HOW TOs > MAYA |
If you’ve animated a MetaHuman source rig in Maya, how do you transfer that animation (the BODY animation of it; for FACE the process is 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 it (optionally, by applying a HumanIK (HIK) rig – instructions here).
So as of February 2024 (Maya 2024 and Unreal 5.3.2), here’s the process:
![]() |
| HOW TOs > MAYA |
You can get a full MetaHuman body and face skeleton (with full face rig GUI) by using the standalone version of Quixel Bridge.
(Last updated June 2024)
You might want to export the body mesh for Marvelous Designer.
You also might want to then add a HumanIK rig to the body, to make it easier to animate – and to more easily import and apply animations.
See How to add a HumanIK rig (HIK) to a MetaHuman body in a source file from Quixel Bridge
![]() |
| HOW TOs > iCLONE & CHARACTER CREATOR |
If you’ve animated a MetaHuman “Dummy” in iClone, how do you transfer that over to Maya, and onto the MetaHuman source character?
Well, it’s quite straightforward – as long as you’ve already imported a Maya MetaHuman source rig (instructions here) and then applied a HumanIK (HIK) rig (instructions here).
So as of iClone 8.4 and Maya 2024, here’s the process:



WANT TO EXPORT TO UNREAL? If you want to export the animation (from root_drv etc and your overall MetaHuman rigged character) to Unreal at some point, you can follow these instructions.
![]() |
| HOW TOs > UNREAL |
So how do you export body animation from a ‘MetaHuman body dummy’ in iClone 8.4 as an FBX that can be added to a MetaHuman in Unreal 5.3?
Thanks to Bassline303/StyleMarshal – here are some links for useful tutorials!
![]() Monoville Apr 8, 2023 |
![]() StyleMarshal Jul 7, 2023 |
The instructions are the same in both videos above, and here’s a summary:




Now you can add the animation to a MetaHuman inside the Sequencer in the normal way (ie. drag the MetaHuman into the sequencer, delete the body rig, click the plus icon on the body track and add animation then choose the file).
| NOTE: If you get foot sliding and root animation mismatch (ie. the iClone animation doesn’t fully align with what you’re seeing in Unreal), you may need to do the following according to a comment on the Monoville video above: 1. select you animation and add to character in sequencer 2. right click on the animation purple bar 3. select properties 4. go down to root motion 5. in the start location offset boxes change the zeros to ones in the first two boxes |
![]() |
| <– ALL ‘HOW TO’ GUIDES |
![]() |
| HOW TOs > UNREAL |
Metahumans come in 18 sizes (see official page about it here).
The sizes are variations of:
Here are the body types, with my IDs added.
| UNDERWEIGHT OPTIONS | MEDIUM WEIGHT OPTIONS | OVERWEIGHT OPTIONS |
| MHBT#1. f_srt_unw_body_rig.ma SHORT 1.49m, FEMALE, UNDERWEIGHT |
MHBT#2. f_srt_nrw_body_rig.ma SHORT 1.49m, FEMALE, MEDIUM WEIGHT Hana, Pia |
MHBT#3. f_srt_ovw_body_rig.ma SHORT 1.49m, FEMALE, OVERWEIGHT |
| MHBT#4. f_med_unw_body_rig.ma AVG HEIGHT 1.60m, FEMALE, UNDERWEIGHT Bernice, Danielle, Glenda |
MHBT#5. f_med_nrw_body_rig.ma AVG HEIGHT 1.60m, FEMALE, MEDIUM WEIGHT Hadley, Irene, Lexi, Natalia, Rosemary, Tori |
MHBT#6. f_med_ovw_body_rig.ma AVG HEIGHT 1.60m, FEMALE, OVERWEIGHT |
| MHBT#7. f_tal_unw_body_rig.ma TALL 1.675m, FEMALE, UNDERWEIGHT |
MHBT#8. f_tal_nrw_body_rig.ma TALL 1.675m, FEMALE, MEDIUM WEIGHT |
MHBT#9. f_tal_ovw_body_rig.ma TALL 1.675m, FEMALE, OVERWEIGHT |
| MHBT#10. m_srt_unw_body_rig.ma SHORT 1.65m, MALE, UNDERWEIGHT Emory |
MHBT#11. m_srt_nrw_body_rig.ma SHORT 1.65m,MALE, MEDIUM WEIGHT |
MHBT#12. m_srt_ovw_body_rig.ma SHORT 1.65m, MALE, OVERWEIGHT |
| MHBT#13. m_med_unw_body_rig.ma AVG HEIGHT 1.72m, MALE, UNDERWEIGHT Dhruv |
MHBT#14. m_med_nrw_body_rig.ma AVG HEIGHT 1.72m,MALE, MEDIUM WEIGHT Chandra, Cooper, Emanuel, Ettore, Kristofer, Taro, Vincent, Wallace |
MHBT#15. m_med_ovw_body_rig.ma AVG HEIGHT 1.72m, MALE, OVERWEIGHT |
| MHBT#16. m_tal_unw_body_rig.ma TALL 1.80m, MALE, UNDERWEIGHT |
MHBT#17. m_tal_nrw_body_rig.ma TALL 1.80m,MALE, MEDIUM WEIGHT Trey, Jesse, Oskar |
MHBT#18. m_tal_ovw_body_rig.ma TALL 1.80m, MALE, OVERWEIGHT Hudson, Kai |
The UE5 presets as of 2023/03/18 are (excluding the “_body_rig.ma” at the end, for their maya rig files):
![]() |
| HOW TOs > MAYA |
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.
We need to change the character into a t-pose to make this work.
| 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: -7 |
f_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: -10 |
m_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.
| 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: -45 |
f_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: -44 |
m_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.
| 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: 36 |
f_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: 36 |
m_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
Ok so we have our t-pose. Now let’s characterize the skeleton.
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:
|
![]() |
| <– ALL ‘HOW TO’ GUIDES |
![]() |
| HOW TOs > MARVELOUS DESIGNER |
![]() |
Want to use iClone 8 and Marvelous Designer plus UE5.3, and BAKE the animation simulation from Marvelous Designer, check out THIS youtube video (EXTERNAL LINK) by virTjil. |
![]() |
| HOW TOs > UNREAL |
Chaos was released for “UE5.0”.
Rigid Body Animation Nodes (RBAN)
YouTube videos:
![]() Nitty-Gritty Unreal Dev Mar 28, 2023 |
![]() Unreal DevOP Dec 2021 |
The new “panel cloth editor” system in UE5.3. My article about it is here.
![]() |
| HOW TOs > iCLONE & CHARACTER CREATOR |
![]() |
| HOW TOs > UNREAL |
![]() |
| HOW TOs > UNREAL |
Landscapes can often seem to have repeating (or “tiling”) materials and textures. It can make them look really fake!
There are a few ways to fix that problem. Checkout the videos below!
![]() Game Dev Academy May 7, 2023 |
![]() Royal Skies May 23, 2023 |
![]() Unreal Sensei Aug 7, 2020 |
![]() CyberpunkGodzilla Jun 27, 2022 |
![]() |
| HOW TOs > iCLONE & CHARACTER CREATOR |
Can you add clothes in Character Creator to a standard character?
No.
In Character Creator, there are three options when you import an FBX for a character: CC AVATAR (Standard), HUMANOID (Non-Standard) and CREATURE (Non-Human).
Only the first option – CC AVATAR (standard) – supports clothing, and you can’t import a custom character as CC AVATAR. It just doesn’t work – it will present you with an error.
![]() |
| HOW TOs > UNREAL |
If you have an OpenVDB file (such as fire or an explosion), how do you import it into Unreal? And how do you get it working with Sequencer?
![]() |
| HOW TOs > UNREAL |
Can Daz hair (groom aka strand by strand hair, labeled “dForce”) be converted into UE5 ‘groom’ hair?
Yes!
Check out this forum post, and check out the following YouTube video:
![]() |
| HOW TOs > UNREAL |
No. At least not as of UE5.5 in January 2025. DLSS4 is the latest (not yet in UE but coming) and no, doesn’t work with rendered stuff.
![]() |