# Maya — Process
**Role in the pipeline:** Maya is the finishing and interchange tool around MetaHuman: sculpt and mesh cleanup before Mesh to MetaHuman, props and set pieces, skin weights, mocap cleanup, and USD/FBX hand-off to Unreal. It is not the character's home; Unreal is.
**Version (Sept 2026):** Maya 2027 (released March 2026). MetaHuman for Maya tools support Maya 2026 as of MetaHuman 5.8; confirm 2027 support before upgrading. Subscription $255/month or $2,010/year; **Maya Indie** $330/year for creators earning under $100k.
## Inputs → outputs
| In | Out |
|---|---|
| Portrait and photo references, photogrammetry scans, HABS drawings | Clean head/body meshes for Mesh to MetaHuman |
| Mocap takes (FBX) | Cleaned, retimed animation on the MetaHuman skeleton |
| Period object references | Props with UVs, LODs and collision (spectacles, telescope, ledger, casks) |
| MetaHuman DNA (via MetaHuman for Maya) | Custom facial deformation edits, corrective shapes |
## Steps
1. **Likeness mesh.** Sculpt (ZBrush or Maya) from the reference stack in [[Specification — Full-Body Historical Virtual Human]] §3 Stage 2. Keep neutral expression, eyes open, mouth closed.
2. **Prepare for Mesh to MetaHuman.** Clean scale (cm), orientation, no non-manifold geometry; export head and body (MetaHuman 5.8 accepts arbitrary topology for both).
3. **Props and set pieces.** Model to real dimensions; two LODs (kiosk, headset/phone); export FBX or USD (USD for Maya 0.35 in Maya 2027 adds a Component Creator and Variant Manager).
4. **Skinning.** For props with joints (e.g. a telescope stand) or custom garments, use Maya 2027's layer-based skinning (integrated ngSkinTools).
5. **Mocap cleanup.** Import solved body takes, fix foot contacts, hand poses and hip drift with HumanIK and animation layers; export back to Unreal.
6. **Hand-off.** Name assets per repo convention; commit; the character artist validates in UE.
## Watch-outs
- Do not rebuild the MetaHuman facial rig in Maya; edit through MetaHuman DNA tools only.
- Keep Maya and MetaHuman-for-Maya versions matched to the season's engine lock.
- Maya's generative MotionMaker and Autodesk Assistant are for staff productivity, not for historical performance.
See also: [[MetaHuman for Maya — Considerations]] · [[ZBrush — Sculpting for MetaHuman]]
**Owners:** character artist, technical animator. Tutorials: [[Maya — Tutorials]] (local tutorials for DNA, Expression Editor, skinning, Pose Editor correctives, HumanIK mocap cleanup, hand poses, USD, FBX presets and Python export)