Unreal Engine:

MetaHuman


Reminder:
In Quixel Beidge,
Download Setting: Select the Models tab and set MetaHumans to UAsset + Source Asset.
Export Setting:
Export Target: Unreal Engine
Engine Version: 4.26
Plugin Location: [Unreal Engine 4.26 Install Path]/Engine/Plugins
(I don’t find the location as above but I saved it below)
image.png
During the export process from Quixel Bridge, your selected MetaHuman asset will be imported into the running Unreal Engine project. Files and folders will be created and located in the Content Browser in a MetaHumans folder.
Remark: Open the software first before click export button.
After export, In UE, Content →MetalHumans

In UE project, Create a project and enable the following plugins: . Groom . RigLogic
Enable Missing Settings (when prompted in Unreal) once you export the MetaHuman.

Animating MetaHumans with Control Rig:


In UE →SampleMetaHuman folder Open a sequence (R click → Animation → Level Sequence) (file name here called Turntables)
In Sequencer→ + Track → Actor to Sequence → click BP_metahuman_004 → Body → Metahuman_ControlRig
The rigs will be seen on Screen on the human, and the animation box on L side bar will show all rigs
(Recommend to tick Only Select Rig Control, and Local Transforms in Each Local Space function in Animation column on L side bar , when animating on sequencer

Animating the movement (3:01):
From L side bar Animation → Control → Choose the needed rig → scroll down to Channel, to adjust its location, rotation, scale (Hold Ctrl+Alt, select whole methuman in scene first → Press S to add keyframe in Sequencer)

For easier rigging: Use Metahuman Control Rig Picker:
Content Browser → SampleMetaHuman → Common → Common (if not yet found)
Utitiles → MH_CR_Picker (R click → Run Editor Utility Widget) → Under Actor button, select the matahuman (I can’t find it in UE4, but UE5 yes)
image.png

Baking the skeletal Animation (5:10):
In Sequencer → Choose the animated keyframe parts → R click: Bake Animation Sequence
or Create Linked Animation Sequence (the demo use 2nd method)
A Box pump up to ask selecting path to create animation → Name it and click Ok→ Export the animation sequence.
Open the exported animation sequence → Edit in Sequencer (icon on top menu) → Open Level Sequence (the baked/created animation is in this level sequence)

Retargeting Skeletal Animation: (6:50)
Import the downloaded/default animation sequence:
In Sequencer → Choose Body on the metahuman → +Track →Animation → Choose/type the default one (demo one called f_med_nrw_rom_01)
R click on the Body → Bake to Control Rig → Choose Meta Human Control Rig (loading...) → Disable Reduce Key
Now the default animation can be edited with keyframes on Sequencer

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