MetaHuman¶
Epic's high-fidelity character system. Three components:
| Tool | Purpose |
|---|---|
| MetaHuman Creator (cloud) | Author MetaHumans in browser |
| MetaHuman SDK | Import + manage MetaHumans in UE |
| MetaHuman Animator | Facial mocap from iPhone footage |
Quick start¶
- Sign into Epic Games
- Open MetaHuman Creator at https://metahuman.unrealengine.com
- Build a character
- In Quixel Bridge inside UE → Sign in → MetaHumans tab → Download → drag to scene
Project setup¶
Enable:
- MetaHuman SDK
- Live Link (for face capture)
- Apple ARKit (Live Link Face source on iOS)
- Groom (for hair / fur — required for MetaHuman hair)
Tech under the hood¶
- Skeleton: UE5 Mannequin-derived; full body + face control rig
- Face: ~100 joints, blendshape-driven via FACS
- Hair: Groom system — strands rendered via Niagara or Hair Strands
- Skin shader: custom subsurface scattering material with profile asset
Animation¶
| Source | How |
|---|---|
| Body | Standard skeletal anim, IK Rig retarget from UE Mannequin |
| Face | Live Link Face (iPhone TrueDepth) or MetaHuman Animator (iPhone footage) |
| Lip sync | MetaHuman Animator computes phonemes from audio |
MetaHuman Animator workflow¶
- Record on iPhone using the Live Link Face app — exports
.mov+ headcam audio - Import into UE — MetaHuman Animator processes:
- Identity solve (matches your MetaHuman to the actor)
- Performance solve (FACS curves per frame)
- Output is a
UAnimSequencedriving the face rig
Performance¶
- High-fidelity MetaHumans are expensive — budget 3–8 ms per character at LOD0.
- Use LOD bias on the SkeletalMesh and Groom LOD for hair.
- For crowds, MetaHuman Optimizer (community plugin) reduces them to dramatic-LOD chars.
Gotchas¶
- The Groom system needs DX12 and a recent GPU. Mobile = no Groom.
- Lighting MetaHumans correctly requires scattering-aware lighting — Lumen handles this; baked lighting struggles.
- The face rig depends on Live Link Face's data shape — custom face mocap pipelines need conversion.