AlphaHuman Studio for Unreal

Unreal Engine 5.8 plugin · Windows · version 1.0.4

What it does

An editor plugin for posing and animating MetaHumans inside Unreal, and for moving a MetaHuman's hair and clothes out to Blender:

The panel works on its own. The exporters, the library and the live link are for use with the AlphaHuman Studio add-on for Blender, which is sold separately.

Everything is in one menu, Tools → AlphaHuman Studio:

Unreal's Tools menu with its AlphaHuman Studio group: AlphaHuman MH Control, Export Grooms, Export Clothes and Asset Library
Tools → AlphaHuman Studio.

Install

  1. Close the Unreal editor.
  2. Get it from its Fab page (free), which adds it to your Fab Library.
  3. In the Epic Games Launcher, open Unreal Engine → Library, find AlphaHuman Studio under Fab Library, and press Install to Engine for 5.8.
  4. Open a project. The menu is at Tools → AlphaHuman Studio.

It turns on the engine plugins it needs if they are off: Control Rig, Level Sequence Editor, Hair Strands, Chaos Cloth Asset, Chaos Outfit Asset, MetaHuman Character and USD Importer. Epic marks three of these as beta: MetaHuman Character, Chaos Outfit Asset and USD Importer.

If a project has its own copy of the plugin in its Plugins folder, or one under the old name MHControlPanel, delete that folder. It clashes with the engine copy.

The panel

Tools → AlphaHuman Studio → AlphaHuman MH Control. At the top are three pages (Face, Body and Poses) and a dropdown that picks which MetaHuman in the level you are driving. Refresh rescans the level.

First: put the MetaHuman in a Level Sequence

The panel poses a MetaHuman through its face and body Control Rigs, and those only exist on a character that is in a Level Sequence. Do this once per character, before anything else — the board, the picker, the pose library and the live link all need it:

  1. Open a Level Sequence (or make one: Cinematics → Add Level Sequence).
  2. Drag the MetaHuman from the Outliner into Sequencer's track list. Sequencer adds its face and body Control Rig tracks.
  3. Keep that Level Sequence open while you work.

Until then the panel says Open a Level Sequence with this MetaHuman's face Control Rig (or body Control Rig) under its buttons, and the handles do nothing.

Face

The Face page of AlphaHuman MH Control with a MetaHuman picked: the toolbar, the face board and the tweakers
The Face page.

The MetaHuman face board. Drag a handle to pose the face. Drag on empty board to box-select (Shift adds to the selection); Ctrl-click adds or removes one handle.

Mouse
Right-clickPuts the selected handles back where they rest, or every handle when nothing is selected. With Symmetry on, the other side too.
Double-click a handlePuts that one handle back (and its other side, with Symmetry).
Middle-drag / wheelPans / zooms the board. Fit puts the view back.
Control
SymmetryMoving one side moves the other.
TweakersShows the fine controls beside the main board.
Key Sel / Key AllKeys the selected handles, or every handle, at the current time.
Reset Sel / Reset AllPuts them back to rest.
FitResets the board's zoom and pan.
Face CamShows a small camera view in front of the face that follows the head.
Face LightLights the face cam with its own spotlight instead of the scene's lighting.
LiveReceives the live link from Blender; see below.

Body

The Body page: button rows from Select All to Swap Lower with Toes, Labels and Show Ctrls, and the body picker with its IK handles and finger grids
The Body page.

A body picker. Click a control to select it (Shift or Ctrl adds), or drag a box around several, then pose them in the viewport.

Control
Select AllSelects every body control.
Key Sel, Reset Sel, Reset AllAs on the Face page.
SymmetryMakes the pose symmetrical.
Copy L→R / Copy R→LMirrors one side onto the other, for the selection.
Swap Arms, Swap Legs, Swap Upper, Swap LowerSwaps left and right for that part of the body.
Toes, Labels, Show CtrlsShow the toe controls, name each control on the picker, and show the rig's controls in the viewport.

Poses

The Poses page: the Face, Hand, Body and All filters, the name field with Save, and the list of saved poses with Blend, Apply and a delete button
The Poses page.

A pose library, saved with the project. Filter it by Face, Hand, Body or All. Type a name and press Save; for a hand, Save L or Save R. On a saved pose, set Blend and press Apply. The × deletes it.

Receiving the live link from Blender

With the AlphaHuman Studio add-on, whatever you pose in Blender moves the same character in Unreal. Set up the Unreal end first:

  1. Drag the MetaHuman into an open Level Sequence, so it has its Control Rig tracks (as above). The live link moves those rigs; without them nothing moves.
  2. Open AlphaHuman MH Control and pick the character in the dropdown. Press Refresh if the list is empty.
  3. Tick Live. The port beside it is 17890; leave it unless you changed it in Blender.
  4. In Blender, press Live → UE.

From Blender you can then key the current frame in Unreal, bake the whole shot into the sequence, or pull the sequence back into Blender. The add-on's manual covers that end.

The panel with (no MetaHumans) in its dropdown and the warning No MetaHuman selected
No character picked: nothing will move. Press Refresh and pick one.

Export Grooms

Writes a MetaHuman's hair as Alembic, for the add-on's Hair section.

  1. Tools → AlphaHuman Studio → Export Grooms. The submenu lists the MetaHumans in the project (under /Game/MetaHumans).
  2. Pick a character, or All Characters.
  3. Choose the folder that holds your exported characters, the same one the add-on's Character folder points at, not a character's own folder.
Export Grooms submenu listing bruce, hugo, victor, vivian and All Characters
Export Grooms lists the project's MetaHumans.

It writes <folder>/<character>/Grooms/*.abc and a grooms.json, with the polygon cards in Grooms/Cards.

Export Clothes

Writes garments as Alembic, each with the body it was cut for, so the add-on can fit it to another character.

The Export Clothes window: Export root, Search, Every skeletal mesh, a grid of garment tiles, the Textures and The body it was cut for switches, and Select Shown, Select None and Export
Export Clothes: one tile per garment.
  1. Tools → AlphaHuman Studio → Export Clothes…
  2. Set Export root to the same folder as for the grooms. It is remembered.
  3. Click the garments to export (the whole tile is the switch). Search filters them; Select Shown and Select None change the selection.
  4. Press Export.

Each garment gets a folder under <export root>/Clothes/. Exporting again overwrites it. Rescan refreshes the list after you add assets.

Switch
TexturesWrites the material's maps as PNG, up to 4K. The slow part; turn it off to check a fit quickly.
The body it was cut forLeave it on. Without it the garment fits, but clings where it should hang.
Every skeletal meshAlso lists skeletal meshes that do not look like clothing. Off by default.

A bought outfit often comes in four body sizes. The export uses the first; the CA_ cloth assets beside it are the individual sizes.

Asset Library

The AlphaHuman Asset Library window before anything is published: search, Add Library Folder, Refresh, and Publish Selected Unreal Wardrobe to Library
The Asset Library, before anything has been published. Published assets are listed under the button, each with Import / Update.

Wardrobe assets published from Blender, and Unreal's own, in a shared folder. Blender can be closed.

Assets travel as USD: fitted meshes, bones, weights, material bindings and PBR textures. Chaos simulation, parametric resizing, morph targets and custom shader graphs do not. Keep a published folder whole when you move it.

Troubleshooting

What you seeWhat to do
The dropdown says (no MetaHumans)Put a MetaHuman in the level, press Refresh, and pick it.
Open a Level Sequence with this MetaHuman's face Control Rig, and the handles do nothingThe character is not in an open Level Sequence. Drag it from the Outliner into Sequencer; see First.
The live link is on in Blender, nothing moves hereThe character must be in an open Level Sequence (its Control Rigs are what the link moves), picked in the dropdown, with Live ticked on the same port as Blender.
Export Grooms says No grooms under /Game/MetaHumansNo MetaHuman in the project has a groom asset.
A garment is missing from Export ClothesPress Rescan, or tick Every skeletal mesh.
The menu is not there after installingA copy of the plugin in the project's own Plugins folder is overriding the engine copy. Delete it.

Support

Write to [email protected] with the Unreal version, what you pressed and what happened.