Your First Export¶
This takes an assembled MetaHuman to a character imported and bound in Unity.
1. Have an assembled MetaHuman¶
You need a MetaHuman that has been assembled in the project. If yours has not, assemble it in the MetaHuman editor, then save the project (File → Save All). Assembly builds its meshes and materials in memory, so the assembled folder only reaches disk once you save.
2. Open the exporter¶
In the Content Browser, select your MetaHuman's BP_<Name> Blueprint, then open Tools → Firecrest → Export MetaHuman. The Blueprint is filled into the window's MetaHuman Assembled field for you. To export from the MetaHuman Character you edit instead, set Source to CHARACTER and pick it in the field.
The window resolves the character as it opens. The Resolved line under the MetaHuman shows what it found: the face, the body, and how many hair and brow cards. If you change the MetaHuman, press Resolve to look again.
3. Choose what to export¶
For a first run, the defaults in the Export and Unity groups already are the whole character for Unity:
- Export FBX FOR UNITY
- Parts FACE & BODY
- Blendshape Set DNA-263 (every expression the MetaHuman rig has). Pick ARKIT-52 instead for face tracking and most avatar setups, or NONE for a character with no expressions and a much quicker export.
- Render Pipeline URP
Every control has a tooltip, and The Export Process covers them all.
4. Set the output folder¶
Point Output Folder at an empty folder outside your Unreal project, for example on your desktop. The export writes the FBX, a textures folder and a materials folder there.
The rest of the Output group can stay as it is for a first run: Textures (PNG) on USED writes every map the materials use, Maximum Texture Size on 4K suits most projects, and Texture Detail on OPTIMIZED keeps the export light.
5. Export¶
Press Export at the bottom of the window. A full character takes a few minutes, and the editor is busy while it works. When it finishes, a message reports what was written, with an Open Output Folder button. Tick Open Output Folder After Export if you would like it to open on its own next time.
6. Import into Unity¶
Copy the output folder into your Unity project's Assets (or export straight into it). Unity imports the FBX with:
- its materials already assigned, on URP,
- its textures bound,
- the character upright and facing forward, and
- the expressions as blendshapes on the mesh.
There is no manual material setup. Drag the imported model into a scene and it is ready.
Where to go next¶
- What You Get explains what landed in Unity and why it needed no setup.
- The Export Process walks through every choice, including exporting only the head, the OBJ path for Maya and Blender, and the eye and hair options.
- Troubleshooting covers the few things that catch people out.