Export face board animations to FBX files for use in Unreal Engine.
Overview
The Export Face Board operator exports animation from the MetaHuman face control board to a binary FBX file. Unlike body animation which uses a hierarchical skeleton, face board animation exports a flat bone hierarchy — all bones are direct children of a single parent node.
Prerequisites
The rig instance must have a face board (face_board property). This is the
MHC_FaceROM armature created by the Character DNA addon when importing a MetaHuman with
facial controls.
Note
Not all MetaHuman imports include a face board. If the instance doesn't have one, the Export button is disabled in the UI.
How to Export
- Select the rig instance in the sidebar panel
- Open the Animation sub-panel
- Click Export in the Face Board section
- Choose a file path and name (default:
{instance_name}_face_board.fbx) - Confirm the export
What Happens During Export
-
Bone list loading — Reads
face_board_bones.jsonto get the ordered list of face board bone names. This file defines exactly which bones to export and in what order. -
Document creation — Creates a new FBX document with the scene's frame rate.
-
Rest data collection — Reads rest transforms for the specified bones only (not the entire armature).
-
Animation sampling — Samples
matrix_basis(raw animation data, not visual transforms) at each frame for each bone. -
Flat hierarchy — Builds an FBX node structure where all bones are direct children of a single parent node named
Face_ControlBoard_CtrlRig. No nesting. -
Animation curves — Writes per-bone animation as Euler XYZ rotation (degrees) and translation. One take named
"Unreal Take". -
Binary FBX write — Encodes and writes the output file.
Face Board vs Body Export
| Aspect | Body Export | Face Board Export |
|---|---|---|
| Hierarchy | Full skeleton tree | Flat (all bones under one parent) |
| Transform source | Visual transforms (pose_bone.matrix) |
Raw animation (matrix_basis) |
| Scale factor | 100× (Unreal cm) | 1× (no scaling) |
| Axis conversion | Z-up right-hand | Default |
| Bone source | All body rig bones | Only bones listed in face_board_bones.json |
| Parent node | root |
Face_ControlBoard_CtrlRig |
The Face Board Bones File
The file resources/metahuman/face_board_bones.json contains an ordered list of bone names
to export:
[
"CTRL_C_eyesAim",
"CTRL_L_eyeAim",
"CTRL_R_eyeAim",
"CTRL_C_eye",
...
]
This list matches the bone structure expected by Unreal Engine's MetaHuman face animation system. Only bones in this list are included in the export — other armature bones are ignored.