The Guide To Hand Skeleton Adjustment Of MetaHuman

1. Introduction

This document is aimed at the situation that the fingers can't straighten or close together normally when using MetaHuman characters in Unreal Engine. For the use of the UDEXREAL MoStream HandDriver UE plug-in, please refer to: UE5 Plugin Tutorial

2. Method of use

The method in this document takes UE5.2 as an example, and the operation pages are slightly different between different versions, but it does not affect the actual operation and the final result.

2.1. redirect MetaHuman skeletal animation

2.1.1. UE white bones

  • -search IK_Mannequin in the content browser, and if there is one, go to the next step < MetaHuman skeleton >.

  • if not, click add-> add function or content package in the content browser in turn, and add the third-person game template to the project.

2.1.2. MetaHuman skeleton

  • -Find the Body component in MetaHuman's blueprint.

  • -Find the skeleton grid assets in the details panel of the Body component and click the small icon to browse to the content browser.

2.1.3. create IK binding.

  • -search for IK_metaHuman in the content browser. If it exists, you don't need to re-create IK. You can directly view < 2.1.4 Redirect Animation >.

  • -If not, right-click the blank area in the content browser, find the IK binding in the animation bar and click Create to name it IK_metaHuman.

  • -enter IK_MetaHuman, find the Body bone of MetaHuman in the drop-down panel of the preview bone mesh and select it. Check whether the file path is correct before selecting.

  • -In the hierarchy panel, select Pelvis to set it as the redirection root.

  • -Select three bone nodes of the thumb (thumb_1_l, thumb_2_l, thumb_3_l) at the same time, and right-click the new redirection chain.

  • -Confirm the chain name and add the chain. Adding will add a bone chain in the IK redirection panel.

  • -Add the remaining finger bone chains

2.1.4. Redirect animation

  • Right-click on a blank area of the content browser to create an IK redirector.

  • Source IK Select the IK to get the animation, and select IK_Mannequin. Target IK Select the IK that needs animation, and select IK_metahuman.

  • -Adjust the distance and zoom to facilitate comparative observation.

  • -Search for T_Pose in the asset browser in the lower right corner, double-click the preview action, and export the animation after confirmation.

2.2. Adjust the animation

2.2.1. Finger Details

  • -When you open the exported animation, you will see that your fingers are straight, but the details are not perfect.

  • -Adjust the finger by rotating the bone points until the desired effect is achieved. If you don't have a suitable reference object, you can refer to the sample model of Yudie hand to adjust the effect. Extraction code:jj4j

  • -Click Add Keyframe after adjustment is satisfactory, and save. Then create an animation sequence of the current pose.

2.2.2. modified to Additive animation.

  • Open the created animation sequence, and in the asset details list, change the Additive animation type to local space.

2.3. Modify the animation blueprint

  • -Open the animation blueprint of Metahuman's body and drag the modified animation into the blueprint. Right-click to turn it into a single-frame animation.

  • -Add nodes with Additive animation and connect them as shown.

2.4. Adjustment completed

  • -Start the project. When the user's fingers are straight and close together, MetaHuman will present the modified animated hand movements. You can further adjust the animation as needed.

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