Plugin which can edit metahuman inside of Maya, edit metahuman DNA and create your own custom metahuman character
Step 1:
Create your own metahuman character and get it into Metahuman Creator (https://www.epicgames.com/id/login?response_type=code&redirect_uri=https%3A%2F%2Fmetahuman.unrealengine.com%2Feos-login-redirect&scope=basic_profile&client_id=xyza7891OORp4qeFMsqG8MGwJLsun9Tb)
For better final result I did the base metahuman from video record (48 fps fullhd with two cameras) with recorded faciak expressions and roatation of head
Step2:
Export it from standalone Bridge into your Maya (Maya has to have metahuman plugin and bridge will export it through plugin)
Goal: Metahuman in Maya
Step3:
In this step you must have already prepared mesh what you wanna use. (In my case from scan , sculpted and tweaked and most important on metahuman topology thanks to wrap or Zwrap or houdini). Its neccesery have correctly settup eye layers without intersection and without gaps. Intersections will couse shading issue and space between eye and skin wierd shadows and not realism.
If you have problem with transition between body and Face i have tutorial about it on websites (use some combined metahuman like proxy for vertex position transfer )
Turn on your Metapipe, Load DNA. Copy face vertex IDs to be sure that they are matching with your mesh (not necessery step). Select all your meshes (with the body) and Transfer joints and save DNA. If your sekeleton is messed up, its bcs of wrong ID vertexes on body, face or somewhere else. Build body and you should be at starting point with your mesh, with rig and control rigs by metahuman
Goal: Going trought metapipe plugin and rig your character.
Step4:
Edit blendshapes that are generic and upgrade your animation. Export specific or all blendshapes and edit them by your jugment (by my experience you dont want to do all of them but just the main shapes) I was using scans of expresion, sculpt it , clean it and break it on specific blendshapes that i want to replace. (Possible to automate in houdini in the future)
Goal: you want to improve movments of your characters
Step5:
Import into unreal engine, assign the DNA file and recompute normals on material slot for skin (Bug with eyes skin shading)
Step6:
Blending Albedo , cavity and Normal map from sculpted expressions and creating emotional maps
Instalation: https://www.artstation.com/marketplace/p/PmpWr/road-to-custom-metahuman-metapipe-custom-metahuman-expressions-tool
Mine workflow