Import MetaHuman performances onto your character and bake them to plain Blender data for rendering or simulation. The panel has a Face Board section and a Body Animation section, each with Import and Bake.

Face Board Animation

Import facial performance curves — for example from MetaHuman Animator — onto the face board.

  • Export from Unreal — check out this video on how to do this.
  • Import to Blender — load a face board animation exported from an Unreal Engine Level Sequence.
  • (Optional) Bake — write the active face board action down to keyframes on the pose bones, shape key values, and Texture Logic node mask values.

Body Animation

Import body performances — from MetaHuman Animator or any re-targeted animation — onto the body rig.

  • Export from Unreal — check out this video on how to do this.
  • Import to Blender — load a body animation onto the character's skeleton.
  • (Optional) Bake — write the evaluated transforms of the RBF corrective bones down to keyframes.

Why Bake?

Live RigLogic evaluation is queued to redraw with Blender's UI and doesn't run before every frame when rendering. This is why the face or body correctives can appear static or jittery when rendering. Baking stores the evaluated result directly on the timeline, so it renders reliably (with Auto Evaluate off on the Rig Instance) and can be used for simulations or exporting a performance.