You can now sell MetaHumans, or use them in Unity or Godot
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The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine.
Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine.
In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects.
There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini.
A suite of tools for generating and animating realistic real-time 3D characters
First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans.
Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing.
The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps.
The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character.
MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine.
Now integrated directly into Unreal Engine 5.6
That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows.
Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access.
However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”.
Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions.
Updates to both MetaHuman Creator and MetaHuman Animator
In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types.
Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes.
MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams.
The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage.
You can find fuller descriptions of the new features in Epic Games’ blog post.
Use MetaHumans in Unity or Godot games, or sell them on online marketplaces
Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under million/year in revenue.
MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines.
The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves.
Studios earning more than million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost /year.
However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games.
The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools.
New plugins streamline editing MetaHumans in Maya and Houdini
Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools.
Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format.
The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format.
The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms.
Price, licensing and system requirements
MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed.
All of the software is free to use, including for commercial projects, if you earn under million/year. You can find more information on licensing in the story above.
Read an overview of the changes to the MetaHuman software on Epic Games’ blog
Download the free MetaHuman for Maya and Houdini plugins and starter kits
Read Epic Games’ FAQs about the changes to licensing for MetaHumans
Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
#you #can #now #sell #metahumans
You can now sell MetaHumans, or use them in Unity or Godot
html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";
The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine.
Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine.
In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects.
There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini.
A suite of tools for generating and animating realistic real-time 3D characters
First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans.
Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing.
The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps.
The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character.
MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine.
Now integrated directly into Unreal Engine 5.6
That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows.
Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access.
However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”.
Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions.
Updates to both MetaHuman Creator and MetaHuman Animator
In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types.
Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes.
MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams.
The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage.
You can find fuller descriptions of the new features in Epic Games’ blog post.
Use MetaHumans in Unity or Godot games, or sell them on online marketplaces
Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under million/year in revenue.
MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines.
The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves.
Studios earning more than million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost /year.
However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games.
The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools.
New plugins streamline editing MetaHumans in Maya and Houdini
Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools.
Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format.
The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format.
The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms.
Price, licensing and system requirements
MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed.
All of the software is free to use, including for commercial projects, if you earn under million/year. You can find more information on licensing in the story above.
Read an overview of the changes to the MetaHuman software on Epic Games’ blog
Download the free MetaHuman for Maya and Houdini plugins and starter kits
Read Epic Games’ FAQs about the changes to licensing for MetaHumans
Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
#you #can #now #sell #metahumans



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