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.
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 : 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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