The best binding -Metahuman

Give your character a soul

Really complete custom Metahuman

Fully meet official standards and use official assets seamlessly
870 bones
782 Blendshape
8个LOD层级

Completely free to change !

Seamless migration of your assets

Any topological model can be bound to be Metahuman.
No need to change the model
No need to change UV
No need to change posture

Plug-in Advantages/Features

  • Minimalist binding process
  • Quickly adjust the expression
  • External expression import
  • Create a template preset
  • Automatic role correction
  • Facial controller
  • Different topological binding
  • Adapting UE specification

One-button installation, one-button standardized model, one-button binding, one-button output FBX

       

Through our project experience and technical accumulation, we can shorten the technical process to the maximum, without complicated configuration process, and the technology is automatic and one-click processing, so that your energy can focus more on role modeling, expression and performance.

The expression range is adjusted in batches, and the expression is quickly mirrored.

       

If the volume of some parts of your character (eyes/mouth/chin) is different from that of the standard Metahuman, you need to adjust the expression range of this area in batches to adapt to the correct expression, and you may need to adjust it one by one in the traditional process.
Now you can select these expressions in batches, and adjust the range with one button to quickly mirror the expressions, which will help you achieve the required facial expression quality faster and better.

Support other expressions made by DCC to be imported into this role.

       

In the actual production process, expressions need to be carved with Zbrush or other software, or many people collaborate. We support exporting and carving some expressions in the form of model files, and then importing them into the role after carving is completed, which solves the problem of collaboration in the expression production process, and all this can be achieved without you studying the underlying expression architecture of Metahuman, just by exporting and importing with one key.

One-click creation for the current role is a template preset, and similar roles can be quickly bound without repeated work!

       

In the production process, we will encounter a batch of characters with similar faces, but if each one needs to be rebound and repaired, the workload of repetition is huge, so we support converting the current character into a template with one click, and similar characters can be directly and perfectly bound with one click.
Can also be used for your binding file needs to fine-tune the face, change the body posture and other needs, first create the role as a template, and then re-bind, saving work.

Automatic correction of joint axis-&Pose of role

       

The role pose has different effects on the action capture and body modification of Metahuman. According to our experience, the role needs to fully conform to the pose of Metahuman, which can achieve higher data quality of dynamic capture and the correctness of finger axis.
We support one-click to correct the pose of the character to the correct pose, and set the axial direction of the joint correctly.

Face and panel controllers can be seamlessly switched.

       

Aiming at the problem that Metahuman's face control panel is not intuitive, we support the generation of a brand-new face controller, which can directly adjust the expression and muscles of the character on the face. If you contact Metahuman controller soon, it will greatly reduce your learning cost.

Arbitrary model, without changing topology and UV, one-click binding.

       

In the asset production process of most companies, the model is a set of fixed topological structure. If you want to bind it into Metahuman, the traditional process needs to be wrapped, and changing the topological structure also needs to change UV and Wrap. This link is easy to cause asset migration problems (model deformation, inaccurate topology, unable to Wrap the mapping format, UV layout does not meet asset characteristics and many other problems).

We support any topology, without wrapping or changing UV, switch the correct binding mode, directly bind the original model into Metahuman with one key, and use the Animator of Metahuman, which can be perfectly imported into UE!

The animation assets of UE, Animator and hair & clothing can be used seamlessly.

       

Using the official code as the underlying framework, it is perfectly compatible with UE, and can seamlessly use all kinds of assets created by UE for Metahuman, so that your role can perform easily or perfectly.

SuperRigging plugin

Case presentation

excellent course

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