Tutorial — Obtaining Initial Head DNA

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How to get the starting head DNA file for a historical figure. You load this file into MetaHuman for Maya's Expression Editor. Every later likeness edit starts from it.

Draft. Written from Epic's MetaHuman 5.8 documentation. Validate on the first figure (Maria Mitchell) and correct menu names here.

1. Why the starting DNA matters

2. Requirements

3. The route for a historical figure

ZBrush likeness sculpt
  → Mesh to MetaHuman (auto-rig in MetaHuman Services)
  → MetaHuman Creator (refine; Global Delta)
  → Assemble with DCC Export
  → head .dna  →  Maya Expression Editor

Step 1 — Mesh to MetaHuman

  1. Import the sculpt into Unreal. Use OBJ if it has more than about 200,000 vertices, and turn on Combine Meshes.
  2. Create the character and solve the neutral from the custom mesh (Mesh to MetaHuman — Considerations).
  3. Auto-rig it. The MetaHuman Services back end fits the features to your volume. It then builds a rigged head as close to that volume as it can.
  4. The leftover difference between the rig and your sculpt is kept as delta data.

Step 2 — MetaHuman Creator

  1. Open the character in Creator and go to Head → Conform controls.
  2. Global Delta blends between the pure rig fit and your original sculpt. Raise it to bring back features the fit smoothed away. Check that expressions still hold.
  3. Finish the skin, eyes and teeth. Leave hair and clothing for later; they don't affect the head DNA.
  4. If the likeness is still wrong, go back to ZBrush, re-sculpt and resubmit. Don't try to fix a large likeness miss in Maya. The Expression Editor is for refinement.

Step 3 — Assemble and export

  1. Assemble the character with the DCC Export pipeline. The output folder contains the head DNA, the body and textures, ready for Character Assembler in Maya.
  2. To export DNA by itself: in the Content Browser, right-click the MetaHuman DNA asset → Export DNA → choose a folder.
  3. Coordinate system (5.8). A DNA file from Creator with no user edits exports in Left, Up, Front, whatever the display says. To export in another system, change the asset's settings, click Apply, then export.

Step 4 — Load it in Maya

  1. In Maya, run Character Assembler on the DCC Export folder.
  2. Open Expression Editor → Home pane → click the folder icon next to the path field → select the head .dna → Open.
  3. The DNA now sits in memory for this session. Continue with Tutorial — Expression Editor Fundamentals.

4. File hygiene

Name files AT_<Figure>_<Age>_head_v###.dna, for example AT_Mitchell_29_head_v001.dna.

5. Check before moving on

Sources

Related: MetaHuman for Maya — Considerations · Mesh to MetaHuman — Considerations · MetaHuman Creator — Considerations