Ctrl Rig for Metahuman

Using this we can animate in blender for rendering or export back to unreal.

  • Append CHAR_metahumanBase_LTE asset. From powerline assets provided with Powerline.

  • Duplicate the deform rig, apply scale. (Lets call it "Layout_ref")

  • Disconnect root_body armature from the asset and match it to Layout_ref in edit mode. (self < self)

  • Delete any mesh from the asset collection

  • Disconnect metarig from the asset collection and match it to root_body (Metarig < Metahuman) in edit mode.

  • Fix any left over issues following CTRL rig Orientations document as reference.

CTRL rig Orientations

Check orientations of clavicles, palms, metacarpals, fingers, ball and toes.

  • Now build rigify rig. connect root_body to the control rig (Metahuman < Human_Rigify)

  • Now connect deform skeleton to root_body (self < self)

  • Check the following hierarchy to understand which's controlling which.

Ctrl rig > root_body > root > other component rigs

  • Ctrl rig : rigify rig generated from metarig

  • root_body : One matched to Layout_ref

  • root : base deform skeleton,

  • other component rigs : face skeletons, clothes etc if exists, in this case we don't have any as we are working with proxy.

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