Polygon | Metahumans in Unreal
Note: This article applies to both Prime 3 Haptic XR Gloves and Prime 3 Mocap Gloves
Note: This article applies to both Quantum Mocap Metagloves and Quantum XR Metagloves.
Loading a Character
Step 1
Go to your Meta Humans folder. Drag the Character Blueprint into the scene
(loading all shaders can take a while)
Step 2
From the right side panel add a Manus Component to your meta human
Step 3
Create a new asset called Manus Skeleton. Save the skeleton in the character folder
Step 4
Set Motion Capture to ‘Full Body With Polygon’
Step 5
Depending on the gloves you are using you can enable or disable haptic controls
Step 6
By clicking the Manus Logo next to Manus Skeleton you can open the details for this skeleton.
From the dropdown list select your Skeletal Mesh
Step 7
Enable ‘Used for Polygon Full Body Tracking’
Bone Mapping
Step 1
Reset the values for the following bones; Spine, Chest, Upper Chest, Neck and Head.
And everything from Left Shoulder down.
Step 2
Manus only uses 3 spine bones so to divide them over the 5 bones in the Meta Human.
You have to assign only Spine Bones #1, 3 and 5.
Step 3
Manus only uses one neck bone. Assign this to neck bone #2
Step 4
Assign all arms, hands and finger bones.
Finalizing the setup
Step 1
In Meta Humans Body Mesh Create an Animation Blueprint.
Step 2
Within the Animation Blueprint create a node with Manus Live Link Pose.
Step 3
In the Manus Live Link Section assign the skeleton you created to the Manus Skeleton
Step 4
Set Motion Capture to Full Body with Polygon.
Step 5
Make sure the Manus Dashboard User Index is the same as in the Manus Component
Step 6
Press Compile
Step 7
From the right side panel in the Animation section make sure the Animation Mode is set to Use Animation Blueprint and the Animation Class is set to the Animation Blueprint you just created
Step 8
Select your meta human from the viewport
Step 9
From the right side panel in the character tree go to Body (Inherited)
In the Animation section set the Animation Mode to Use Animation Blueprint
Step 10
And for Anim Class set the same blueprint as in the Manus Component
Step 11
Press Play