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Using mGear with Metahumans

@Miquel is a champ for allowing us to now build an mGear control rig that controls an existing modified Metahuman skeleton. The MH Snap Tool is sweet!

Today, I finally got it to work! My guide template will build all the controls and successfully connect and drive the existing MH driver (_drv) skeleton, without resetting it’s transforms. So building an mGear control rig on a Y-up Metahuman is finally possible! Thank you, Miquel!

Though my glee was quickly dimmed when I noticed an issue. My guide template includes extra controls for extra bones, some of which are included in the Metahuman shifter template - like the attach, ik_hand and ik_feet bones, that the Unreal Mannaquin skeleton includes, and we use in Engine.
These extra bones that don’t come included in the Quixel downloaded skeleton, get added as part of the build into the _drv skeleton. So, the problem now is that the driver skeleton has the extra bones, but it’s the DHIbody:root skeleton that is the one I’ll be exporting to create the skeletal mesh in Unreal.
Writing a postscript to re-parent and hook up these extra bones is not going to be possible, especially where space switches are involved.

Has anyone here been using mGear with Metahumans in Unreal? Please advise!

Edit: grammer

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I don’t use it, but I just wanted to ask.

Do you need those extra bones? Is just ignoring or hiding them an option? Is it actually a problem that they are there?

Or do you want to find a way to connect the new joints to the old skeleton?