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MetaHuman → Godot Pipeline

MetaHuman → Godot Pipeline

Take your UE5 MetaHuman → Blender → Godot in a pipeline that actually works: skin/eye/hair materials, ARKit morph targets, and every gotcha documented so you don't rediscover them. Works great with https://github.com/ibrews/MetaHumanGodot
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No community project ships a complete MetaHuman→Godot pipeline. This one is the result of oodles of hard-won debugging — packaged as a Claude Code skill so an AI agent guides you through every step.

What you get

The full UE5 → Blender → Godot 4.6 pipeline end to end:

  • Phase 1 — UE5 export. Export the per-character baked face mesh, body mesh, outfit, groom card meshes, and texture set using UE Python commandlets (or ECABridge). Covers the #1 failure: exporting generic base meshes (SK_BaseBody) instead of your MetaHuman's own per-character baked assets — this single mistake produces the "pale wedge floating head" that no geometry tweak will fix.

  • Phase 2.5 — ARKit morph targets. Modern MetaHumans built with Mutable ship zero blendshapes — facial animation is RigLogic, not morph targets. A straight FBX export gives you nothing to drive jawOpen with. This phase ships the Sequencer-bake workaround that synthesizes 43–51 ARKit shapes from resolved RigLogic bone keyframes, including k=4 KD-tree propagation onto beard/mustache/eyebrow cards.

  • Phase 3 — Blender reassembly. Merge face GLB + body FBX + grooms + outfit into a single character.glb using the 66 KB reassemble_metahuman.py reference implementation. Handles the two-armature setup, scale/coordinate fixes, and shape-key propagation.

  • Phase 4–5 — Godot import + materials. Wire skin/eye/hair shaders by surface index (not name — Blender's glTF exporter reorders surfaces). Fixes the horror-eye bug (stretched oval irises + dark sclera), lash black rings, and hair-card opacity issues.

  • Phase 6 — Look-dev + render. Interactive look-dev tool with live sliders for the MatMADNESS skin uniforms and a 3-point rig, plus a headless render scene that plays the face emote and writes a turntable video.

What's included

  • SKILL.md — orchestration guide your Claude Code agent reads to run the pipeline
  • references/ — 6 per-phase recipe files with the gotchas that cost hours to rediscover
  • scripts/ — working reference implementations (UE Python, Blender Python, GDScript)
  • The Blender ARKit bake script that avoids the evaluated_get(depsgraph) 60-metre vertex displacement bug

Prerequisites

This is a "bring your own MetaHuman" tool. You need:

  • Unreal Engine 5.6+ with your own MetaHuman project
  • Blender 4.x (4.5 tested)
  • Godot 4.6

The free public Godot viewer, shaders, and look-dev tool are at github.com/ibrews/MetaHumanGodot — this skill adds the hard half: getting your specific MetaHuman out of Unreal, baking the morph targets that don't exist by default, and assembling everything in Blender.