# MetaHuman — Process **Role in the pipeline:** the body, face rig, skin, hair and wardrobe of every character. Lives inside Unreal Engine (fully in-engine since 5.6). **Version lock: MetaHuman 5.8 with UE 5.8.** ## What MetaHuman 5.8 gives Augmented Traveler | Capability | Use | |---|---| | **MetaHuman Creator** (in-engine, parametric body) | Build the figure's body type, age, face | | **Mesh to MetaHuman** (head and body, any topology) | Turn a reconstructed likeness sculpt into a rigged MetaHuman | | Unbaked textures and custom lighting scenarios in Creator | Period skin, weathering; preview in the Atheneum or cabin lighting | | **MetaHuman Outfits** | Period clothing that refits across bodies | | **MetaHuman Animator** (face from iPhone, HMC, webcam; **body from a single camera**, Windows) | Monologue and gesture capture | | Real-time animation from audio / webcam / Live Link Face | Unscripted Q&A lip sync and expressions | | **MetaHuman Collections / Crowds** (experimental) | Non-speaking audiences: 1841 Atheneum hall, whaleship dock | | Cine vs Optimized assemblies | Kiosk vs Quest/phones | | MetaHuman Devkit (RigLogic, DNA under MIT) | Custom tools or other engines if ever needed | ## Steps 1. **Reference board** approved by historian (photos, portraits, descriptions, uncertainty notes). 2. **Base in Creator** or **Mesh to MetaHuman** from the Maya/ZBrush sculpt. 3. **Skin and eyes**: age, sun exposure, period hygiene; no modern cosmetics. 4. **Groom**: strands for kiosk; cards for headsets and phones. 5. **Wardrobe**: Marvelous Designer/CLO → MetaHuman Outfit; props attached to sockets. 6. **Assemble twice**: Cine (kiosk, VR close-up on PC) and Optimized (Quest, Vive standalone, phones). 7. **Validate**: 4-second orbit test in kiosk lighting; historian and costume sign-off; performance capture on device. 8. **Label** uncertainty on the splash card if the face is reconstructed. ## Licensing Since 2025, MetaHumans may be used in other engines and sold, under the MetaHuman license. Unreal remains the practical home because skin shading and hair do not port cleanly (see [[Unity — Process]]). Stage 2 guides: [[Mesh to MetaHuman — Considerations]] · [[MetaHuman Creator — Considerations]] · [[Grooms for MetaHuman — Considerations]] · [[Marvelous Designer to MetaHuman — Considerations]] · [[Stage 2 — Likeness and Body Skills]] **Owners:** character artist, groom artist, costume artist, technical animator. Tutorials: [[MetaHuman — Tutorials]]