FBX Exporter for MetaHumans¶
The FBX Exporter for MetaHumans gets an assembled MetaHuman out of Unreal in one of two forms.
Per-Expression OBJs are a neutral OBJ plus one posed OBJ per expression, the set a rig is built from in Maya or Blender. Choose the 52 ARKit shapes or the full MetaHuman control set.
An FBX for Unity is a ready-to-use character. Point it at the MetaHuman, press Export, and it writes one FBX with that same expression set baked in as blendshapes, all of the character's textures, and a ready-made Unity material for every slot. Drop the folder into Unity and the character imports upright, forward-facing and fully bound, with no manual setup.
The FBX exports the whole character or only the parts you need: the head on its own, or the head and body on one skeleton wearing its clothes, with the hair, brows, eyelashes and eyes that belong to it.
The materials are built for you, not left to Unity to guess. The skin, eyes and teeth arrive on the right maps, the hair, beard and brows in the MetaHuman's own colours strand by strand, and the clothing with its colour, roughness, metallic and occlusion, so fabric reads as fabric. Normal maps are written in Unity's own convention, so nothing looks inflated, and the character keeps MetaHuman-quality skinning. It is all wired for the Universal render pipeline (or the High Definition one). Textures export at the character's own resolution, up to a size you choose, and every export keeps its own Unity asset ids, so two characters can live in one project without clashing.
It runs inside the Unreal Editor on UE 5.6, 5.7 and 5.8. Installing it is dropping a folder into your project's Plugins, with no build step and no change to the engine.
Where to start¶
-
Getting Started
Requirements, installing the plugin, and your first export from a MetaHuman to a character running in Unity.
-
The Export Process
The window in the order you set it: the MetaHuman, the OBJ and FBX modes, the materials and textures, and the Eye Tuner.
-
What You Get
What lands in the output folder, and why the character imports into Unity with no setup.
-
Troubleshooting
The few things that trip people up, each as symptom, cause, fix.
How this documentation is organised¶
Getting Started is the path from an assembled MetaHuman to a character imported and bound in Unity, ending with what you get. Read it in order.
The Export Process covers the window a page at a time: the MetaHuman, the two modes, the materials and textures, and the Eye Tuner.
Troubleshooting is symptom, cause, fix for the handful of things that catch people out.
Get it¶
The exporter is available on Gumroad. Questions are welcome at support@facecue.net.
Free With FaceCue While in Beta
If you own FaceCue, the exporter is free while it is in beta. Mail your Unity Asset Store invoice number to support@facecue.net and we will send you a code. What comes with FaceCue after 1.0.0 may change. The Licence says what the code covers.