How can I use MetaHumans within Aximmetry?

 
Is it possible to use MetaHumans in Aximmetry? If so, how can I do it?

   Aximmetry

 
Profile Image
Krisztian@Aximmetry
  -  

Yes, you can use MetaHumans in the Aximmetry DE product line.

Creating the MetaHuman

There are 2 methods you can use to create a MetaHuman. One is using the MetaHuman Creator and the other is using the MetaHuman plugin for Unreal Engine 5.0+

MetaHuman Creator

MetaHuman Creator is a fully web-based solution, available at https://metahuman.unrealengine.com/

After logging in, you must select which version of Unreal Engine you want your MetaHuman to be compatible with.

If you wish to use MetaHumans within Aximmetry, make sure you select the version of your Unreal Engine for Aximmetry. You can check the Unreal Engine for Aximmetry version on the splash screen on startup or when loading a project.

If a project is already loaded, you can check the version number by clicking Help→About Unreal Editor.

NOTE: Only the first two sections of the version number are used.

Once you launch the MetaHuman Creator, you're greeted with the Creator interface. You can either start a new MetaHuman based on several presets on the Create tab, or you can continue your work on your previous MetaHuman on the My MetaHumans Tab. 

The Create tab contains presets only, that can be used as a starting point of your new MetaHuman. Creating a new MetaHuman always starts by selecting a preset.

The My MetaHumans tab contains your previously worked on MetaHumans, accompanied by some control buttons. Here, importing and exporting happens in MetaHuman Creator's proprietary file format, therefore you cannot use these files in Unreal Engine.

MetaHuman Unreal plugin

The MetaHuman Unreal Engine plugin allows you to create custom MetaHumans without the need for presets or the MetaHuman Creator.

This is achieved by importing and converting a 3D character mesh to MetaHuman or by using facial footage captured with a TrueDepth camera on an iPhone or iPad, or a stereo head-mounted camera and creating a MetaHuman based upon it.

Keep in mind that while you can use your MetaHuman created with the plugin, fine-tuning it still requires MetaHuman Creator.

The plugin can be downloaded from here.

To install the plugin for Unreal Engine for Aximmetry, follow the instructions in this document: UE5: How to Install Third-Party Code Plugins for Unreal Editor for Aximmetry

During installation, you may encounter a warning message:

You can ignore this, as the plugin is used only in the editor.

If your project does not load after enabling the plugin, you might need to copy some files over from Epic's Unreal to Aximmetry's version. If you installed both Unreal Engine and Aximmetry at the default location, then you need to copy the folder "C:\Program Files\Epic Games\UE_x.x\Engine\Plugins\Experimental\NNE\Source" into "C:\Program Files\Aximmetry DE\UnrealEngine\Engine\Plugins\Experimental\NNE"

You can read more about how you can convert a mesh character to MetaHuman here and how you can create a MetaHuman based on facial footage here.

Versioning

Some changes between Unreal Engine for Aximmetry's versions or MetaHuman versions may require you to update your Unreal project or your MetaHumans. As Unreal project versions and MetaHuman versions are independent of each other, it is recommended to delve deeper into how MetaHuman versioning works. You can read more about it here.

Importing MetaHumans into Unreal Engine

Importing your created MetaHumans into Unreal Engine for Aximmetry happens via the Quixel Bridge plugin that is installed simultaneously with your Unreal Engine. This can be started from the "Quickly add to the project" dropdown menu.

You can browse all the publicly available content freely, but downloading anything requires a login, just as viewing your own MetaHumans. You can log into your Epic account by clicking the Profile icon in the top right corner then selecting Sign In, or by selecting a downloadable item then clicking on the SIGN IN button in the bottom right corner of its details.

Once you log in, a new subcategory of MetaHumans appears: My MetaHumans. Here, you can find all your created MetaHumans.

The quality of your MetaHuman can be selected at the bottom of the MetaHuman's details.

Then, you can start the download next to the quality menu or by hovering over the MetaHuman in the list and clicking the small download icon in its top right corner.

The download happens in a two part process. When you click download, first, the asset generation starts. This happens in the cloud and can take a long time to finish. The duration of the asset generation depends on the quality selected and the number of simultaneous asset generations.

Second, once the asset generation is finished, the download starts automatically.

Once both the asset generation and download are finished, you can add your MetaHuman to your currently open Unreal project with the Add button on the bottom of its details, or by hovering over the MetaHuman in the list and clicking the small export icon in its top right corner.

If this is the first time you're importing a MetaHuman into a project, some missing settings and plugins may need to be enabled. The Unreal Editor reports these, and you just need to click Enable Missing on all reports.

If you have to enable missing plugins, after clicking Enable Missing, a new pop-up will show up asking for a restart. Click Restart Now.

After restart, you should be able to reach your MetaHuman via the Content Drawer at Content/MetaHumans/Name_of_your_MetaHuman

Cooking content for Aximmetry

Once you're finished setting up your project with a MetaHuman, you just need to cook it before you can use it in cooked mode in Aximmetry.

After cooking, you're ready to use the project as usual.