Epic MetaHuman Creator: Export Source Asset to Autodesk Maya


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This short tutorial shows how to download a Metahuman source asset and export it to Autodesk Maya

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MetaHuman Creator Documentation
https://docs.metahuman.unrealengine.com/en-US/

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Metahuman Creator Forum
https://forums.unrealengine.com/c/development-discussion/metahuman-creator/120

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Adam Walton from Cubic Motion’s talks through using all of the controls in the facial rig included with MetaHumans in Unreal Engine.

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The specs of the machine used for this video:

HP Zbook 15 G3
Intel(R) Core(TM) i7-6820HQ CPU @ 2.70GHz 2.71 GHz
32 GB RAM
Nvidia Quadro M2000M 2GB RAM
Driver version 461.40

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17 responses to “Epic MetaHuman Creator: Export Source Asset to Autodesk Maya”

  1. Have you had any luck exporting body animation back to Unreal? The head is doable (via the bizarre ‘import as control rig fbx’ function in Unreal), but the way that the body is made in Maya just seems like it’s impossible to export body animation from. The keyframes are on the root_drv hierarchy and that isn’t possible to export, it seems. Any ideas? 🙂

  2. hola ayuda por favor,alguien podria ayudarme en decirme en porque no me aparece el modelo con sus texturas? aparece en gris el modelo, estoy con maya 2018, espero alguien pueda guiarme, muchas gracias

  3. I can't make the MegaScans logo appear in Maya, nor being able to import from Bridge to there. As far as I know I'm doing everything right. And it says Export successful in the end, but no popup appears inside Maya. Any help?

  4. Hi, great tutorial, thank you for making it! I wonder if you find an issue when exporting characters with light eyes to Maya, I seem to lose any blue or green color once I export and have the eyes back to brown in Maya for some reason, despite my Metahuman character having green/blue eyes. Kinda sucks. I wanted to get it into Maya so I could use XGen for the hair styling but I wanted to keep the blue eyes :/

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