Convert mesh to metahuman topology for mesh conform in Unreal 5.5+
It will be great if Character Creator enable users to convert CC Characters into MetaHuman-compatible topology for seamless conformation and animation in Unreal Engine 5.5+, especially when using MetaHuman Animator or Control Rig workflows?
With Unreal Engine 5.5's growing ecosystem around MetaHuman, creators often need to conform CC-generated meshes to MetaHuman topology.
Proposed Capabilities:
Wrap CC character shapes onto a MetaHuman base mesh while preserving facial expression and identity fidelity. Auto-conversion of CC character mesh (head and body) to MetaHuman-standard topology and UV layout. Export to Unreal in a format readable by the MetaHuman plugin (Head, eyes and body meshes) for final rig binding.
Value to Users: Game developers and filmmakers using CC for base creation and UE5 for final deployment. Studios looking to maintain MetaHuman-level facial fidelity with Character Creator customization power. Anyone integrating head scans or custom stylized faces into Unreal’s MetaHuman ecosystem.
Examples that have this functionality of exporting with metahuman topology: