# MetaHuman Import Copresence provides the *MetaHuman Import Wizard* as an Unreal Engine plugin to create a [MetaHuman](https://www.unrealengine.com/en-US/metahuman) based on your Copresence scan. This tutorial is based on Unreal 5.4. ## Setup This section will explain how to setup the Copresence MetaHuman Import Wizard. As a prerequisit, you need to install the official [MetaHuman plugin](https://www.unrealengine.com/marketplace/en-US/product/metahuman-plugin). After completion, you are ready to use our *MetaHuman Import Wizard*. Start by downloading it from {download}`here as .zip file `. Install our plugin for a specific project by extracting the downloaded zip to `[Project Root Directory]/Plugins`. Restart the Unreal Editor, in case it has been opened while extracting the content. To ensure the plugin is activate, navigate to the plugins menu in the Unreal editor via *Edit -> Plugins* and enter *Copresence* into the search bar. Make sure the plugin is activated. If activated, the "Copresence" menu will be located in the top menu bar of your Unreal editor. ## Workflow This section will show you how to convert Copresence avatars into MetaHumans and import them into Unreal Engine. As a prerequisit, you need to have a Copresence account and a recorded avatar with exports unlocked. If you don't have an unlocked avatar, you may also choose the default *Demo Avatar* which is added to every account and unlocked by default. ```{figure} _static/metahuman/webapp.jpg :name: Webapp Download :align: center ``` Log into the [Copresence webapp](https://app.copresence.tech/) and select your unlocked avatar. Click the *...* and choose download. Select *MetaHuman* and download the *.zip* asset file. Open the Unreal editor and navigate to the main menu bar. Click *Copresence -> MetaHuman Import* to launch the wizard. ```{figure} _static/metahuman/open_wizard.jpg :name: Open wizard :align: center ``` After a short introduction the wizard guides you through the following steps. ### Source File Selection Select the file you downloaded from the webapp and click *Continue*. This will import the Copresence scan assets into your Unreal project. ```{figure} _static/metahuman/select_source.jpg :name: Select Source :align: center ``` ### Running Mesh-to-Metahuman The next step explains the Mesh-to-MetaHuman workflow. The process is semi-automated and needs some manual operations to be performed. Press the *Create MetaHuman* button to create a new MetaHuman identity file in your assets. The file will open automatically and is already setup with your Copresence avatar. From here on, some manual steps are required. ```{figure} _static/metahuman/mesh2metahuman.jpg :name: Mesh-to-MetaHuman :align: center ``` 1. Make sure the avatar is facing the camera and completly visible. Select *Neutral Pose* in the MetaHuman tree view on the left. 2. Press the *Promote Frame* button. You can find it in the top menu bar. Acknowlege the prompt to promote the current view 3. Now the next button *Track Markers* is unlocked and you can press it. 4. Make sure the tracked features look reasonable, i.e. the eyebrows, eyes and mouth are marked correctly. Press the *MetaHuman Identity Solve* button. 5. Finish this step by pressing the *Mesh to MetaHuman* button. Make sure to select the *Full MetaHuman* option. After this, the reconstructed geometry will be uploaded to the MetaHuman Creator, ready for editing in the next step. Now, you may close the Mesh-to-MetaHuman dialog window and proceed with the wizard. ### Editing in MetaHuman Creator ```{figure} _static/metahuman/creator.jpg :name: Metahuman Creator :align: center ``` After the Mesh-to-MetaHuman transfer, the current state of the MetaHuman is rather a draft than a finalized character. That is why the final editing takes place in the [MetaHuman Creator](https://metahuman.unrealengine.com/) tool. The previous step has already uploaded the geometry to the tool, so you can start editing right away. The MetaHuman Import Wizard in Unreal now outlines the most important steps to follow. They are summarized briefly below: | | | |--|--| | In the category *Face* -> Skin* select the skincolor coordinate that is shown in the copresence wizard | | | Under *Hair -> Head* select an appropriate Hairstyle for your MetaHuman | | | Disable the eyebrows by selecting *None* in the *Hair -> Eyebrows* menu | | | Select a proper bodyshape and head scale in the menu *Body -> Proportions* | | ### Importing the MetaHuman ```{figure} _static/metahuman/quixel_bridge.jpg :name: Scene :align: center ``` The MetaHuman is now ready to be imported into your current Unreal project. Go back to the Unreal editor and follow the instructions shown by the import wizard. | | | |--|--| | Open the *Quixel Bridge* by navigating to *Window* in the top menu bar and select *Quixel Bridge* | | | Select *My MetaHumans* under the *MetaHuman* category | | | Select your MetaHuman and a quality preset and press the *Download* button. This will generate and download the assets required for your MetaHuman. This step can take a few minutes. | | | Once the download is finished, press the *Add* button | | ### Apply Copresence Assets In this last step, the face textures of the MetaHuman get replaced by the ones from the scan. Therefore, go back to the wizard window and select the blueprint of your MetaHuman. Then, press the *Transfer Texture* button. ### Finalize Now your MetaHuman is ready to be used. Press the *View MetaHuman* button on the last page of the wizard to open the MetaHuman blueprint. Make sure to close any opened editor windows for this blueprint. Otherwise the contents of the asset will not be refreshed. You can close the wizard now and drag the MetaHuman blueprint asset into the scene. ```{figure} _static/metahuman/scene.jpg :name: Scene :align: center ```