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MHA Manager - A Batch Processor for Metahuman Animator 제품 등록을 위한 미디어 1개
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설명

MetaHuman Animator produces outstanding facial animation, one take at a time. Every take means the same manual setup, solve, and export. MHA Manager turns that into a queue you fill once and run unattended.

ONE QUEUE, EVERY FOOTAGE TYPE

  • Mono - single camera; UE 5.8 body tracking, enabled automatically when the framing supports it

  • Stereo (HMC) - depth-constrained solves with automatic depth generation and calibration handling

  • Depth / Other - mobile device (Live Link Face) or depth-camera takes solved with their own depth

  • Audio - audio-only solves from WAV files, sound wave assets, or a Wwise project, with mood control

Add takes from raw footage on disk (ingested inside the editor by Capture Manager), existing CaptureData, or the Content Browser right-click menu, or let the ingest watcher queue them as they arrive. Press Start Batch: every job runs Epic's full pipeline - solve, Performance asset, export - with progress, ETA, per-job logs, and an autosaving manifest.

THE STEREO CHAIN BUILDS ITSELF

Camera calibration and MetaHuman Identity are job types of their own, run in dependency order regardless of queue order, and auto-discovered per actor. Each calibration is scored on frames it did not train on and again against every consuming take; a poor one pauses its dependents instead of poisoning the batch, and you decide to re-solve or Accept Anyway.

ITERATE WITHOUT RE-DOING

  • Solved takes are skipped on re-runs; change a solve option and only the affected jobs are flagged Stale and re-solved

  • Cap expressions per character with an Expression Limits profile and re-export without re-solving

EXPORT AND REVIEW

  • AnimSequence, Level Sequence, and FBX for DCC (Control Rig or baked joints), with key reduction

  • Body export to the performer skeleton or a retargeted existing skeleton

  • Preview any take in a ready-made studio scene; the same lighting rigs light the Performance editor viewport

AUTOMATION

A commandlet runs any manifest headless with documented exit codes. On UE 5.8 the queue is also exposed to Claude Code and other MCP clients, with wizard skills for setup and pipeline Q&A.

Editor-only: nothing ships in your packaged game. No engine modifications, no reimplemented solvers - results match processing takes by hand, minus the hands.

TECHNICAL DETAILS

  • Code modules: MHAManagerEditor (Editor)

  • Number of Blueprints: 0

  • Number of C++ classes: 72

  • Network replicated: No

  • Supported development platforms: Win64

  • Supported target build platforms: Win64 (editor-only module; nothing is added to packaged builds)

  • Documentation and support: hawaiianspawn.com/marketplace/mha-manager/docs

REQUIREMENTS

  • Required engine plugins (all Epic's own, shipped with the engine, enabled automatically with MHA Manager): MetaHuman Animator, MetaHuman Core Tech, MetaHuman SDK, Capture Data, Capture Manager (footage ingest and auto-queue), MetaHuman Animator Calibration Processing (stereo calibration solver), Image Sequence Media Player (ImgMedia), Live Link, Live Link Hub, Camera Calibration Core, Groom, Control Rig, RigVM, IK Rig. Live Link Hub, ImgMedia and Camera Calibration Core are marked Beta by Epic in UE 5.8.

  • Optional plugins, used when present: MetaHuman Animator Depth Processing.

  • Stereo and Identity Create jobs: Epic's free "MetaHuman Animator Depth Processing" plugin. Identity Create uses Epic's cloud AutoRig, so it needs a signed-in editor session.

  • Body tracking and the framing classifier: Epic's free "MetaHuman Animator Markerless Motion Capture" plugin (UE 5.8).

  • Audio and Wwise support: UE 5.8.

  • Mono and Audio jobs need none of the optional plugins; a banner in the queue tab names anything missing.

  • Third-party software: none. The plugin ships no third-party code, libraries, models or weights.

Editor-only, Windows 64-bit. Automates the MetaHuman Animator pipeline; does not capture footage or replace MetaHuman Animator itself.

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