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Meta Humans

How to 3D Wrap MetaHuman Conform Meshes in Unreal Engine with Mesh Morpher Graph

By Admin ·

This step-by-step guide shows how to 3D wrap MetaHuman conform topology meshes inside Unreal Engine using Mesh Morpher Graph. Follow these steps to convert conform head and body meshes into a custom MetaHuman with accurate topology fit, while avoiding common pitfalls like material mismatches, pose errors, or artifacts.

Wrapping (sometimes called conforming) is the fastest way to turn an existing character - a Character Creator export, a scan, a sculpt - into a true MetaHuman: the conform mesh takes on the shape of your character while keeping the exact MetaHuman topology the rig, expressions and LODs depend on. Everything happens inside the Unreal Editor; no external wrapping software is needed.

▶ Watch the video on YouTube

What this workflow does and who it is for

This workflow performs a non-rigid 3D wrap of a MetaHuman conform mesh onto a target character (for example a CC character or custom base mesh) so the resulting geometry matches the target while preserving MetaHuman topology. It is intended for character artists and technical animators who want to:

  • Create custom MetaHumans using existing conform topology.
  • Re-target or wrap static or skeletal meshes to MetaHuman topology.
  • Maintain precise facial and finger detail using landmark and spline-based fitting.

Prerequisites

  • Unreal Engine (version compatible with MetaHumans and Mesh Morpher Graph).
  • Mesh Morpher Graph plugin installed (or the standalone Mesh Morpher Studio app - the workflow is identical).
  • MetaHuman conform topology meshes (FBX/OBJ) exported or downloaded.
  • Target mesh to wrap onto (static mesh, skeletal mesh, or FBX).
  • Basic understanding of Unreal import pipeline and materials.

Step 1: Import MetaHuman conform meshes and set up materials

  1. Import the MetaHuman head and body FBX or OBJ files into Unreal as static meshes (or skeletal meshes if available).
  2. If the head has an incorrect material assignment, create a material using the exported textures and assign it to the head mesh.
  3. Save the project before starting the morph workflow to avoid losing progress.

Step 2: Prepare Mesh Morpher Graph and load source/target

  1. Open Mesh Morpher Graph.
  2. Load the source mesh (the mesh you want to deform, usually the MetaHuman conform mesh) and the target mesh (character you want to wrap to).
  3. Mesh Morpher supports static meshes, skeletal meshes, DNA meshes, OBJ, and FBX files. Use static meshes if your conform files are static.

Step 3: Append geometry and prepare a single welded mesh

  1. If head and body are separate, use an append geometry step to combine them into a single mesh for global fitting.
  2. Set append weights method to None if you only need geometry fusion without weight blending.
  3. Use a tight vertex tolerance to avoid gaps between head and body. A good starting value is 0.0005.

Step 4: Select material sections and remove clothing

Select only the material sections you want to wrap. Typical selections include head, body, arms, legs, and nails. Omit clothing, eyelashes, and eyebrows so they do not interfere with the geometry fit.

Step 5: Place landmarks and create splines

  1. Pick landmarks on both source and target meshes. Place landmarks on key anatomical points: eyes, nose tip, mouth corners, chin, jawline, collarbones, finger joints, and knees.
  2. Align the source and target viewports and lock camera movement for consistent placement across both meshes.
  3. Create splines for continuous features like eyelids, eyebrow arcs, lips, fingers, forearms, and torso seams. Splines can have different segment counts between source and target. The algorithm will sample them.
  4. Invest time here: more precise landmarks and well-placed splines yield higher-quality non-rigid fits, especially around fingers and facial features.

Step 6: Run rigid fit, then non-rigid fit

  1. First run a rigid fit to align scale and global orientation between source and target. This initializes the landmark transforms.
  2. Then run a non-rigid fit using the aligned landmarks and splines. Use default solver settings to begin, then adjust sampling or iterations if needed.
  3. Use the preview tools to visualize deformations in real time. Increase preview update frequency if you want to watch intermediate solver passes.

Step 7: Inspect and refine the result

  • Use a sculpt mesh node or overlay to compare the fitted mesh to the target. Toggle the reference mesh visibility to inspect overlaps.
  • Check critical areas: fingers, eyelids, nostrils, neck seam, and toes. If artifacts appear, refine landmarks or add spline control points in those regions.
  • If small artifacts persist, use Mesh Morpher Graph tools such as project or local sculpt corrections to clean up geometry.

Step 8: Apply deltas to individual meshes and bake

  1. Once satisfied with the global fit, transfer the deformation to each individual mesh (head and body) using an apply deltas node.
  2. Set the target to the original welded mesh result and the morph target to the non-rigid fit output. Apply separately for head and body.
  3. After applying deltas, bake the changes to produce final meshes ready for MetaHuman conversion.

Step 9: Create the MetaHuman in MetaHuman Creator/Blueprint

  1. Open the MetaHuman creation or blueprint tool inside Unreal.
  2. For body and head, choose the conform template import option and select your baked meshes.
  3. If the pose differs between your meshes and the template, disable the pose option or select "estimate change from mesh" when appropriate.
  4. Confirm the import to generate the new MetaHuman profile. Apply materials, hair, and additional grooming as needed.

Common pitfalls and how to avoid them

  • Material mismatch: Reassign or recreate materials for head/body before wrapping to avoid texture problems in the final MetaHuman.
  • Poor landmark placement: Missing landmarks on fingers or eyes causes poor finger/eyelid fits. Add more control points in complex regions.
  • Unaligned cameras: If source and target views differ, landmarks can be placed inaccurately. Lock camera movement for consistent positioning.
  • Forgetting to apply deltas or bake: The non-rigid fit preview does not modify the original meshes until you apply deltas and bake. Always bake before creating the MetaHuman.
  • Including clothing or hair sections: This can confuse the fitting algorithm. Exclude them from material selections.

Troubleshooting checklist

  • Are source and target roughly the same scale? If not, run rigid fit first.
  • Have you placed landmarks on all high-detail regions (fingers, mouth, eyes)?
  • Are spline segments dense enough for curved features like lips and eyelids?
  • Did you apply deltas to each individual mesh and bake the result?
  • Are UVs and normals intact on the original meshes? Corrupted normals can cause visual artifacts.
  • Turn on and off functionalities like Normal Compatibility and Geodesic Correspondences to test your results.

Quick reference settings and tips

  • Vertex tolerance for welding — start at 0.0005 to eliminate head/body gaps.
  • Append weights — set to None when you only need geometry merging.
  • Input formats — FBX, OBJ, static and skeletal meshes are supported; use static meshes for conform files if they are static exports.
  • Preview iterations — increase if the solver stalls or underfits; reduce for faster feedback.

Summary

Wrapping MetaHuman conform meshes to a target in Unreal with Mesh Morpher Graph is a powerful way to generate custom MetaHumans while preserving topology. The key steps are precise landmark and spline placement, running rigid then non-rigid fits, applying deltas to each mesh, and baking before importing into the MetaHuman creation tool. Pay attention to material assignments, excluded sections like clothing, and post-fit cleanups to achieve production-quality results.

Use this workflow as a repeatable pipeline: prepare meshes, place landmarks and splines, run fits, refine, transfer deformations, bake, and import. With careful landmarking and iterative refinement, you can reliably produce accurate MetaHumans from conform topology directly inside Unreal Engine.

▶ Watch the video on YouTube

Next steps

With the wrap complete, carry the rest of the character across: transfer the textures onto the new topology (UDIM-aware), fix any drifted eye components with Relative Restore, and repair bone-driven expressions like blinks if the face changed significantly. For wrapping between characters rather than to conform meshes, see wrapping MetaHuman to DAZ characters.

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Looking for reference material? Read the Mesh Morpher documentation or see pricing & licenses.