MetaHuman for Maya — Considerations

The ZBrush → Maya → MetaHuman route for refining likeness after the first solve.

The toolset

Tool What it does Augmented Traveler use
Character Assembler Assembles head, body and textures exported from Unreal (DCC Export) inside Maya Starting point for every Maya session
Expression Editor Calibrates the facial rig to scanned or sculpted data; edits the Neutral Pose and expression poses; writes calibrated DNA Restore features the solve smoothed away; tune likeness
Pose Editor Secondary body deformations with RBF and SwingTwist solvers Shoulders and elbows under period tailoring
Groom Exporter Exports XGen grooms as Alembic for Unreal See Grooms for MetaHuman — Considerations

Versions: MetaHuman 5.8 added Maya 2026 support and removed Maya 2023. Confirm Maya 2027 support before upgrading seats.

Workflow

  1. In Unreal: finish the base in MetaHuman Creator; DCC Export.
  2. In Maya: install MetaHuman for Maya; open Character Assembler and build the scene.
  3. Load the head DNA in Expression Editor (Home pane, path field).
  4. Neutral Pose editing: bring the head into ZBrush, sculpt on layers without changing topology or vertex order, and return it as the corrected neutral (ZBrush — Sculpting for MetaHuman, part B).
  5. Expression calibration at the chosen likeness level (below).
  6. Export calibrated DNA; bring it back into Unreal and re-assemble.
  7. Review on the kiosk and headset builds; repeat if needed.

Likeness levels (Expression Editor)

Level Input Fit for historical figures
MH1 Neutral only; other expressions estimated statistically from the MetaHuman database Default for people who cannot be scanned (all of our figures)
MH12 About 12 key expressions Only with a scanned actor; the rig then carries the actor's expressions on the historical face
MH50 About 50 expressions Rarely justified for us
MH4D Thousands of video frames Not supported by Expression Editor

Ethical note: calibrating a reconstructed historical face with an actor's scanned expressions blends two identities. Only do this with the actor's contract covering it, and credit the performer.

Considerations

Owners: character artist (neutral), technical animator (expressions, Pose Editor). Tutorials: Maya — Tutorials · local: Tutorial — Obtaining Initial Head DNA · Tutorial — Expression Editor Fundamentals · Tutorial — ZBrush No-Topology-Change Round Trip · Tutorial — Sculpting Expression Targets for the Expression Editor · Tutorial — Pose Editor Correctives for Period Tailoring

Sources: Sources — 2026-09-19