Use when exporting Blender FBX through MetaHuman Identity, body setup, animation retarget to UE5 blueprint setup — camera, movement, virtual bones foot locking. Triggers on "metahuman to unreal pipeline", "metahuman export unreal", "metahuman fbx export", "metahuman blender to unreal", "metahuman unreal pipeline".
Scanned 9/19/2026
Install to Claude Code
npx -y skills add majinmagros/magros.ai-skills --skill metahuman-to-unreal-pipeline --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: metahuman-to-unreal-pipeline
description: Use when exporting Blender FBX through MetaHuman Identity, body setup, animation retarget to UE5 blueprint setup — camera, movement, virtual bones foot locking. Triggers on "metahuman to unreal pipeline", "metahuman export unreal", "metahuman fbx export", "metahuman blender to unreal", "metahuman unreal pipeline".
metadata:
origin: AUTORAL
source_docs:
- https://www.youtube.com/watch?v=J2LkNI2MzKM (Joy Dev Studio video)
- https://docs.unrealengine.com/5.7/en-US/metaHumanExport/
- https://docs.unrealengine.com/5.7/en-US/metaHumanFBXExport/
- https://docs.unrealengine.com/5.7/en-US/metaHumanInUnrealEngine/
platforms: [claude-code, opencode, cursor, codex, gemini-cli, hermes, openclaw]
requires_adapters: [hooks, commands]
---
# MetaHuman to Unreal Pipeline - Pipeline MetaHuman Unreal Engine 5
Pipeline completo MetaHuman to Unreal Engine 5: FBX export (Blender) to MetaHuman Identity to Body setup to Animation retarget to UE5 BP setup (camera, movement, virtual bones foot locking).
## Quando usar (gatilhos concretos)
- "MetaHuman to Unreal pipeline"
- "MetaHuman export Unreal"
- "MetaHuman FBX export"
- "MetaHuman Blender to Unreal"
- "MetaHuman Unreal pipeline"
- "MetaHuman FBX export Blender"
## Quando NÃO usar
- MetaHuman Identity Solve use metahuman-identity-pipeline
- Animation retarget use metahuman-animation-retarget
- MetaHuman Blueprint setup use metahuman-unreal-blueprint
- Hyper3D Rodin pipeline use hyper3d-rodin-pipeline
## Pipeline Overview
```
METAHUMAN CREATOR -> FBX EXPORT -> BLENDER PREP -> UNREAL IMPORT -> BP SETUP -> ANIM RETARGET -> VIRTUAL BONES -> FOOT LOCKING -> PLAYABLE CHARACTER
```
## Stage 1: MetaHuman Creator to Export
### Export Settings (MetaHuman Creator)
```python
# metahuman_export.py
class MetaHumanExporter:
def __init__(self):
self.export_options = {
"format": "fbx",
"quality": "high",
"include_rig": True,
"include_blendshapes": True,
"include_eye_rig": True,
"include_tongue_rig": True,
"texture_resolution": 2048,
"lod_levels": 3,
"export_morph_targets": True,
"export_animations": False,
"embed_textures": True,
"embed_materials": True
}
def export_metahuman(self, metahuman_asset, output_path, options=None):
pass # Implementation detailsIs this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
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