# Maya — Tutorials
**Process notes:** [[Maya — Process]] · [[MetaHuman for Maya — Considerations]]
Collected 19 September 2026.
## Stage 2 — MetaHuman for Maya (ZBrush → Maya → MetaHuman)
| Title | Provider | Type | Link |
|---|---|---|---|
| MetaHuman for Maya (overview) | Epic | Official docs | https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-for-maya |
| Installing MetaHuman for Maya | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/installing-metahuman-for-maya |
| Expression Editor | Epic | Official docs | https://dev.epicgames.com/documentation/en-us/metahuman/expression-editor |
| Obtaining an Initial MetaHuman Head DNA | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/obtaining-an-initial-metahuman-head-dna |
| Expressions for Likeness Calibration (MH1 / MH12 / MH50) | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/expressions-for-likeness-calibration?lang=en-US |
| Expression Poses / Expression Poses Editing | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/expression-poses-editing |
| Editing Modes | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/editing-modes?lang=en-US |
| MetaHuman DNA, Rig Definition and Rig Operation | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/metahuman-dna-rig-definition-and-rig-operation |
| MetaHuman: Facial Expression Editing with the Maya plugin (Unreal Fest Orlando 2025) | Epic via Class Central | Conference talk | https://www.classcentral.com/course/youtube-metahuman-facial-expression-editing-unreal-fest-orlando-2025-475835 |
| Stylize MetaHumans with Maya in UE 5.6 | 80.lv | Article tutorial | https://80.lv/articles/learn-how-to-customize-your-characters-with-metahuman-for-maya |
| Stylize MetaHuman with Maya plugin (UE5) | YouTube | Community video | https://www.youtube.com/watch?v=uRLXfhmcr0g |
| Metahuman Customization Tutorial | ArtStation Marketplace | Paid tutorial | https://www.artstation.com/marketplace/p/00l9B/metahuman-customization-tutorial |
## Skinning (Maya 2027 Skin Tools / ngSkinTools 2)
Full list: [[ngSkinTools — Tutorials]]
## Maya fundamentals (external)
| Title | Provider | Type | Link |
|---|---|---|---|
| Retargeting character animation (HumanIK) | Autodesk | Official docs | https://help.autodesk.com/cloudhelp/ENU/MayaCRE-CharacterAnimation/files/GUID-B2E9F8B9-F188-4E27-8820-BB0C8541701F.htm |
| Bake retargeted animation to the target character | Autodesk | Official docs | https://help.autodesk.com/cloudhelp/ENU/MayaCRE-CharacterAnimation/files/GUID-73463B4A-7B88-43F5-BA41-7908FD38E58A.htm |
| Maya retargeting workflow: the ultimate guide | Rokoko | Vendor guide | https://www.rokoko.com/insights/maya-retargeting-workflow-the-ultimate-guide-to-retargeting |
| Motion capture in Maya: import, retarget, export | MoCap Online | Vendor guide | https://mocaponline.com/blogs/mocap-news/motion-capture-maya-guide |
| USD for Maya | Autodesk | Official docs | https://help.autodesk.com/view/MAYAUL/2025/ENU/?guid=GUID-9E9D45F2-4DA9-497B-8D69-1573ED6B2BA8 |
| maya-usd releases (0.37.0, July 2026) | Autodesk (GitHub) | Release notes | https://github.com/autodesk/maya-usd/releases |
| What's New in Maya 2027 | Autodesk | Official docs | https://help.autodesk.com/view/MAYAUL/2027/ENU/?guid=GUID-D24D261B-4A78-47C2-918B-6EA461ADB002 |
| Neutral Pose editing (Transfer Vertices, Update Vertices) | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/neutral-pose?lang=en-US |
| Workflow Overview · Fundamentals · UX Overview | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/workflow-overview?lang=en-US |
| Saving and Exporting Data | Epic | Official docs | https://dev.epicgames.com/documentation/en-us/metahuman/saving-and-exporting-data |
| Working with DNA on a Customized MetaHuman (5.8) | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/working-with-dna-on-a-customized-metahuman-in-unreal-engine?lang=en-US |
| Maya Pose Editor | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/maya-pose-editor?lang=en-US |
## Local tutorials (Augmented Traveler)
| Tutorial | Covers | Owner |
|---|---|---|
| [[Tutorial — Obtaining Initial Head DNA]] | ZBrush sculpt → Mesh to MetaHuman → Creator (Global Delta) → DCC Export → head DNA loaded in the Expression Editor; file naming and archive | Character artist |
| [[Tutorial — Expression Editor Fundamentals]] | Session vs scene; Neutral Pose, Skin Weights and Expression Poses modes; order of work; tiers; MH1 likeness; exporting to Creator or Unreal | Character artist, technical animator |
| [[Tutorial — ZBrush No-Topology-Change Round Trip]] | LOD0 out to ZBrush, sculpt on layers, level 1 back, blendShape test, Transfer Vertices and Update Vertices (lives in `zbrush/`) | Character artist |
| [[Tutorial — Skinning Garments and Props to a MetaHuman]] | Skinning period garments and props to the MetaHuman body skeleton with Skin Tools / ngSkinTools 2, testing, and export to Unreal | Technical animator |
| [[Tutorial — HumanIK Mocap Cleanup for MetaHuman]] | Characterize the mocap and MetaHuman skeletons, retarget, bake to control rig, fix on animation layers, bake and export FBX to Unreal | Technical animator |
| [[Tutorial — USD for Maya]] | Props as USD components with variants; editing USD in Maya; export to Unreal, Vision Pro and iPhone USDZ | Environment artist |
| [[Tutorial — Pose Editor Correctives for Period Tailoring]] | RBF and SwingTwist correctives at the shoulders and elbows under period sleeves and bodices; staying compatible with Creator | Technical animator |
| [[Tutorial — Hand Pose Library for Gestures]] | Period-appropriate hand poses in Studio Library; delivered to Unreal as a Pose Asset for cleanup and live gestures | Technical animator, Unreal engineer |
| [[Tutorial — FBX Export Presets for Unreal]] | The studio's FBX presets for static props, skinned meshes and animation; matching Unreal 5.8 import settings | All Maya seats |
| [[Tutorial — Maya Python Batch Export and Naming Checks]] | Script that checks names, units, history and transforms, then batch-exports with the studio preset | DevOps engineer, CTO |
| [[Tutorial — Sculpting Expression Targets for the Expression Editor]] | ZBrush-sculpted fixes to single expressions, returned through Expression Poses and Joint Matching (lives in `zbrush/`) | Character artist |
All local tutorials are drafts until they have been run on the first figure. Whoever runs one corrects the menu names and settings in it.
## Every Maya tutorial the project needs
Status: ✅ local tutorial written · 🔗 an external tutorial is enough. Every Maya tutorial on the list is now written or covered.
| Area | Need | Status | Where |
|---|---|---|---|
| MetaHuman for Maya | Install the plugin; Character Assembler on a DCC Export | 🔗 | Epic: Installing MetaHuman for Maya (above) |
| | Obtaining initial head DNA | ✅ | [[Tutorial — Obtaining Initial Head DNA]] |
| | Expression Editor fundamentals | ✅ | [[Tutorial — Expression Editor Fundamentals]] |
| | Neutral Pose editing with a ZBrush sculpt | ✅ | [[Tutorial — ZBrush No-Topology-Change Round Trip]] |
| | Skin Weights mode (face LOD weights) | 🔗 | Epic: Editing Modes |
| | Expression Poses editing and likeness calibration (MH1) | 🔗 | Epic: Expression Poses Editing; Expressions for Likeness Calibration; Unreal Fest 2025 talk |
| | Sculpted fixes to single expressions | ✅ | [[Tutorial — Sculpting Expression Targets for the Expression Editor]] |
| | Pose Editor: shoulder and elbow correctives under period tailoring | ✅ | [[Tutorial — Pose Editor Correctives for Period Tailoring]] |
| | Exporting calibrated DNA back to Creator and Unreal | ✅ | Section 8 of [[Tutorial — Expression Editor Fundamentals]] |
| Grooms | XGen period hair → Groom Exporter → Unreal | 🔗 | [[Grooms — Tutorials]] |
| Skinning | Garments and props to the MetaHuman body | ✅ | [[Tutorial — Skinning Garments and Props to a MetaHuman]] |
| | Skin Tools / ngSkinTools layers, masks, mirroring | 🔗 | [[ngSkinTools — Tutorials]] |
| Animation | HumanIK mocap cleanup and retarget to MetaHuman | ✅ | [[Tutorial — HumanIK Mocap Cleanup for MetaHuman]] |
| | Graph Editor filters and animation layers (general) | 🔗 | Autodesk docs |
| | Finger and hand posing library for gestures (writing, holding instruments) | ✅ | [[Tutorial — Hand Pose Library for Gestures]] |
| Interchange | USD for Maya: props, variants, Unreal and Apple export | ✅ | [[Tutorial — USD for Maya]] |
| | FBX export presets for Unreal (props, animation) | ✅ | [[Tutorial — FBX Export Presets for Unreal]] |
| Modelling | Period props and set pieces to real dimensions; LODs; UVs | 🔗 | Autodesk Maya 2027 learning; Smart Bevel in What's New |
| Automation | Python for batch export and naming checks | ✅ | [[Tutorial — Maya Python Batch Export and Naming Checks]] |
## Suggested learning order
1. Install MetaHuman for Maya; run Character Assembler on a DCC-exported test character.
2. [[Tutorial — Obtaining Initial Head DNA]], then [[Tutorial — Expression Editor Fundamentals]].
3. Neutral Pose edit with a ZBrush round trip: [[Tutorial — ZBrush No-Topology-Change Round Trip]].
4. Watch the Unreal Fest 2025 expression-editing talk before attempting calibration.
5. Technical animators: [[Tutorial — HumanIK Mocap Cleanup for MetaHuman]] → [[Tutorial — Hand Pose Library for Gestures]] → [[Tutorial — Skinning Garments and Props to a MetaHuman]] → [[Tutorial — Pose Editor Correctives for Period Tailoring]].
6. Environment artists: [[Tutorial — USD for Maya]] → [[Tutorial — FBX Export Presets for Unreal]].
7. Pipeline: [[Tutorial — Maya Python Batch Export and Naming Checks]] once the second figure starts.
Related: [[MetaHuman — Tutorials]] · [[Grooms — Tutorials]]