Docs

Exporters

  • Write OBJ: Writes the mesh out as an OBJ with a matching .mtl beside it. It can pair the triangles back into quads on the way out.
  • Write DNA: Saves the incoming MetaHuman DNA out to a .dna file, for backup or for handing to another character.
  • Export To Skeletal Mesh: Makes a new Skeletal Mesh asset in your project from the incoming mesh. Hand it no skeleton and it builds one from the mesh's own bones.
  • Export DNA To Skeletal Mesh: Turns MetaHuman DNA into a Skeletal Mesh asset with its joints, skin weights, morph targets and physics set up. Needs the MetaHuman Character plugin enabled in the project.
  • Bake Mesh: Writes your edits back into the asset the mesh came from, along with its skeleton, DNA, other LODs and bound grooms. The mesh has to have come in through Load Skeletal Mesh or Load Static Mesh.
  • Write FBX: Saves the incoming mesh as an FBX. Its textures land in a folder next to the file and get wired into the materials, so move the FBX and you have to take that folder with it.
  • Write GLB: Packs the mesh, its bones and its base colour textures into one .glb you can hand straight to a web or realtime viewer. Normal and roughness maps do not make the trip.
  • Export Geometry Cache to Alembic: Writes an animated cache out to an .abc file one frame at a time, so a long cache costs no more memory than a short one.
  • Export Geometry Cache to USD: Sends an animated cache to a USD file, a frame at a time. Save as .usdc for the compact binary, .usda if you want to be able to open it in a text editor.
  • Export to Geometry Cache: Bakes an animated cache, sculpt included, into a Geometry Cache asset in your project. The vertex count has to hold steady across every frame.
  • Export to Texture Asset: Saves the texture on its input pin into a real project asset, so a map you baked here survives after you close the app.
  • Write Alembic: Writes one still shape to an .abc with every UV set, which is what a modelling handoff to Maya, Houdini or ZBrush wants. For a moving sequence use Export Geometry Cache to Alembic instead.
  • Write IMG: Writes the connected texture out as an image file. You pick the location and the format each time.
  • Write PLY: Binary PLY carrying positions, normals and vertex colours. This is the format scanning and point-cloud tools trade in.
  • Write STL: Shape only, in the binary STL that 3D printers and CAD tools read. UVs, colours, materials and skeleton all get dropped on the way out.
  • Write USD: Writes one still shape to a USD file with every UV set, its vertex colours and shaded materials. For a moving sequence use Export Geometry Cache to USD instead.
  • Save Animation Sequence: Writes the Animation pin's bone keys into a live Animation Sequence asset - the pin only ever caches edits, this is what materializes them. Editor only.
  • Write Animation FBX: Saves the incoming animation's skeleton and its bone keyframes as an FBX - including any in-graph pose edits already baked into the wire.