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

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)