Tutorial — Pose Editor Correctives for Period Tailoring

Augmented Traveler local tutorial. Back to Maya — Tutorials · related: Tutorial — Skinning Garments and Props to a MetaHuman

How to use the Pose Editor in MetaHuman for Maya to fix body shapes that break under period clothing. The usual problems are at the shoulders and elbows:

Draft. Written from Epic's Maya Pose Editor documentation. Validate after the first costume test and correct menu names here.

1. What the Pose Editor does

2. Stay compatible with MetaHuman Creator

Change Stays Creator-compatible?
Moving pose joint positions of existing poses ✅ Yes
Editing skin weights ✅ Yes
Adding or removing joints, solvers, poses or SwingTwist set-ups ❌ No: the DNA becomes RigLogic-only
Changing body topology ❌ No

Our rule: use only the two ✅ changes, so each figure can still be edited in Creator. Use a RigLogic-only change only if the CTO signs it off. Record it in the figure's rig log, because that character can no longer go back into Creator.

3. Requirements

4. Find the problem poses first

  1. In Unreal, play the figure's gesture set and idles with the costume on.
  2. In Maya, play the same set on the assembled body.
  3. List the poses where the body breaks. Typical ones:
Period problem Pose Symptom
Dropped shoulder seam (1830s–1850s dresses) Arm raised forward 60–90° Shoulder collapses; cloth pokes through at the deltoid
Tight set-in sleeve / tailcoat Arm across the body (writing, holding a ledger) Upper-arm volume flattens; the back of the armpit pinches
Fitted forearm sleeve Forearm twisted (turning a page, adjusting a telescope) Candy-wrap twist at the wrist
Corseted torso Bending forward at a desk The body bends at the waist where a corset wouldn't
Stiff collar Head turned or looking down Neck skin intersects the collar

A corset limits movement. Fix that in the animation (see Tutorial — HumanIK Mocap Cleanup for MetaHuman), not with correctives. Correctives fix deformation, not posture.

5. Fix a pose (Creator-compatible)

  1. Open the Pose Editor from the MetaHuman for Maya menu. Load the body DNA of the Character Assembler scene.
  2. Find the solver that owns the driver joint (for example the left shoulder's RBF) and the pose nearest the problem angle.
  3. Go to the pose. The editor sets the driver to the stored rotation.
  4. Move the driven helper joints (translate first, then rotate) until the volume is right. Check with the garment visible.
  5. Adjust skin weights only where helper movement can't fix it. Use the Skin Tools / ngSkinTools layers from the skinning tutorial on the body only in this context, and only on the helper influences. Don't repaint the main MetaHuman weights.
  6. Mirror to the other side if the problem is symmetrical.
  7. Scrub from rest to the pose and past it. The correction must blend in smoothly and not pop.

6. Validate and export

  1. Click the Pose Editor's validation for MetaHuman Creator. If it fails, you have made a RigLogic-only change; undo it.
  2. Export the modified body DNA. Version it: AT_<Figure>_body_v###.dna.
  3. Bring it back by the route in Epic's Saving and Exporting Data for your target (Creator, or Unreal directly).
  4. Test in Unreal with the costume:
    • the full gesture set;
    • the kiosk camera angle;
    • one headset build.

7. Check before handing off

Sources