3

Diving into the MetaHuman Blueprint

In the previous chapter, we exported a MetaHuman character using Quixel Bridge and the Quixel Bridge plugin inside UE5. We brought a number of assets into the engine – while most of the assets were images and meshes, the glue to hold them all together was the Blueprint.

In this chapter, you will be introduced to Blueprints, including what they are and what they are used for. Using Blueprints, you will learn the first steps required to prepare your MetaHuman for animation, repurposing motion capture data from another character that we will import into a project. We will then edit features within the skeletons of both our MetaHuman and the Unreal Engine Mannequin.

So, in this chapter, we will cover the following ...

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