
Maya is now set up to stream our Subject to the Unreal Engine Editor. If you have more than one Network Adapater in your machine and want to specify which one to recieve data from, you will need to specify the Unicast Endpoint in your Project Settings. You can change this to stream over the information you want inside the Stream Type setting. This name will be the Subject name reflected inside Unreal Engine.īy default, the Stream Type will be set based on the type data being streamed. The name Root is the name of the Subject which you can change in the text entry box. The plugin knows that this is a joint hierarchy and labels the Subject as a Character. This will add the selection (or selections) as the Subject to stream to Unreal Engine. In the Maya Live Link UI window, click the Add Selecton button. Switch to Animation mode, and then select the Root bone for the character. Inside Maya, under File select Import, and import the FBX asset from the previous step. Select Yes to export the Skeletal Mesh, enable Export Preview Mesh, choose an export location, then select Export at the FBX Export Options window. Inside Unreal Engine, in the Content/Mannequin/Animations folder, open the ThirdPersonRun asset.įrom the Toolbar, click Export Asset and select Preview Mesh. Now that we are connected, we need a Subject to preview and test the connection.
#Metahuman maya 2022 update
If you return to Maya, the Maya Live Link Connection Status window will update to reflect the new connection status. In the Live Link window, click the Source button, then under Message Bus Source, select your Maya Live Link source and click Ok.

Inside the Unreal Engine Editor, from the Menu Bar under Window, select Live Link. a cube, sphere, etc.) and select "Add Selection in Maya Live Link UI." This will help UE recognize the newly enabled plug in. We will also export an animation asset and Skeletal Mesh that we can use to work with in Maya, then add it as a Subject to stream back to Unreal Engine for live previewing.ģ - Establishing a Connection to Unreal Engine You can use the lower window to name and add/remove Subjects that you wish to stream to Unreal Engine, which we will do later in this guide.įor now, we are not connected, however in the next step we will establish a connection to Unreal Engine. In the upper-right of the window, the connection status is displayed to indicate if you are connected to a running version of the Unreal Engine Editor. This will open the Maya Live Link UI Connection Status window. The MEL console command is case-sensitive, so you will need to enter it as specified in the step above.
