Using a Metahuman

Here, we explain how to set up a metahuman to be animated using motion data from the mocopi application.

  1. Click [Window]>[Content Browser]>[Content Browser 1 - 4] in that order from the Unreal Editor menu bar.
    The [Content Browser] tab/window appears.
  2. Double-click your Metahuman blueprint in the [Content Browser] tab/window to open it.
  3. Click [+ Add]>[Skeletal Mesh] in that order from the Components tab, and enter any name.

UseMetahuman_01
A Skeletal Mesh component is created.
For clarity, we name it "Source_SKM".

 4. Drag and drop the "Body" component to be a child of the created Skeletal Mesh component in step 1.

UseMetahuman_02

 5. Click [+ Add]>[Live Link Skeletal Animation] in that order.
A search for "Live Link" will quickly find it.

UseMetahuman_03
The "Live Link Skeletal Animation" component is added.

 6. Click the "Source_SKM" component.
 7. In [Details] tab, set the following items.

Setting item   Setting details
Animation Animation Mode Use Animation Blueprint
Anim Class ABP_Mocopi_C
Mesh Skeletal Mesh MocopiMannequin
Rendering Visible Uncheck


UseMetahuman_04

 8. Click the "Body" component.
 9. In [Details] tab, set the following items.

Setting item   Setting details
Animation Animation Mode Use Animation Blueprint
Anim Class ABP_Metahuman_C
Rendering Visible Check


 10. Click [Compile] button.
 11. Click the "Save" icon.

UseMetahuman_05

 12. Start receiving the motion data.
Refer to STEP 2: Procedures 1 to 5 of Moving an Actor Using the Unreal Engine Plugin for how to receive the motion data.
 13. Drag and drop your Metahuman Actor Blueprint into your scene.

UseMetahuman_06
The Metahuman animates on the scene according to motion data.

The Metahuman can now be used.

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