# MetahumanToManny: Documentation

> Learn how to convert MetaHuman skeletal meshes to UE5 Manny skeleton using Blender - step-by-step guide with video tutorial.

Markdown version of https://hakanerunsal.com/docs/MetahumanToMannyDocs, a page of the MetahumanToManny documentation. Link that page when citing it.

## Introduction

This documentation covers how to use **MetahumanToManny** to convert MetaHuman skeletal meshes for compatibility with **UE5 Manny**. By the end of this guide, you'll be able to:

- Export MetaHuman meshes from Unreal Engine
- Run the in-place conversion in Blender
- Set up LOD hierarchy
- Export back to Unreal with correct settings

---

## Video Tutorial

### Video Tutorial

Full step-by-step walkthrough of the conversion workflow.

[Watch on YouTube](https://www.youtube.com/watch?v=RK8c9zUgDmw)

---

## Prerequisites

Before starting, make sure you have:

| Requirement | Minimum Version | Notes |
| --- | --- | --- |
| **Blender** | 4.2.4 LTS | Any newer version works |
| **MetaHuman Mesh** | - | Exported from Unreal Engine |
| **Add-on** | Latest | Install from [Blender Extensions](https://extensions.blender.org/add-ons/metahumantomanny/) or [itch.io](https://hakanerunsal.itch.io/metahumantomanny) |

---

## Installation

### Option 1: Blender Extensions (Recommended)

1. Open Blender
2. Go to **Edit → Preferences → Get Extensions**
3. Search for "MetahumanToManny"
4. Click **Install**

### Option 2: itch.io

1. Download from [itch.io](https://hakanerunsal.itch.io/metahumantomanny)
2. In Blender, go to **Edit → Preferences → Add-ons**
3. Click **Install** and select the downloaded `.zip`
4. Enable the add-on

### Option 3: GitHub

1. Download from [GitHub](https://github.com/HakanErunsal/MetahumanToManny)
2. In Blender, go to **Edit → Preferences → Add-ons**
3. Click **Install** and select the downloaded `.zip`
4. Enable the add-on

---

## Step-by-Step Conversion

### Step 1: Export from Unreal Engine

1. Open your Unreal project containing the MetaHuman
2. Navigate to the skeletal mesh assets you want to convert
3. Right-click and select **Asset Actions → Export**
4. Export as FBX with default settings

> [!TIP] Export each body part (head, body, etc.) separately for easier management.

### Step 2: Import into Blender

1. Open Blender
2. **File → Import → FBX**
3. Select your exported MetaHuman FBX file
4. Import with default settings

### Step 3: Run In-Place Conversion

This is the main conversion step that transforms the MetaHuman skeleton to Manny-compatible format.

1. In the 3D viewport, **select one LOD mesh** (e.g., `head_lod0_mesh`)
2. **Shift-click** to also select the armature
3. Open the sidebar (**N** key) and find the **MetahumanToManny** panel
4. Click **In Place Conversion**

The add-on will automatically:

- Process all LOD levels
- Clean up face bone weights
- Fix twist bone naming
- Normalize toe chains
- Adjust seams

### Step 4: Setup LOD Hierarchy

After conversion, you need to organize the LOD meshes:

1. Select any LOD mesh
2. In the MetahumanToManny panel, click **Setup LOD Hierarchy**

This creates an empty parent object that organizes all LODs correctly for Unreal.

### Step 5: Export to Unreal

1. Select all meshes (including the LOD empty parent)
2. **Shift-select** the armature
3. **File → Export → FBX**
4. Use these settings:

| Setting | Value |
| --- | --- |
| **Selected Objects** | ✓ Enabled |
| **Object Types** | Empty, Armature, Mesh |
| **Forward** | Y Forward |
| **Up** | Z Up |
| **Smoothing** | Face |
| **Add Leaf Bones** | ✗ Disabled |

> [!IMPORTANT] Only the face mesh requires material section reordering after import in Unreal.

---

## Import Back to Unreal

1. In Unreal, **Import** your exported FBX
2. Set the skeleton to **SK_Mannequin** (UE5 Manny)
3. Import and verify the mesh works with Manny animations

Your converted MetaHuman mesh is now fully compatible with:

- UE5 Manny IK Retargeter
- Manny animation blueprints
- Shared animation assets

---

## Troubleshooting

### Common Issues

**Mesh appears distorted after conversion**

- Ensure you selected both the mesh AND armature before running conversion
- Try running conversion on each body part separately

**Export creates extra bones**

- Disable "Add Leaf Bones" in FBX export settings

**Materials look wrong in Unreal**

- For face mesh, reorder material sections in Unreal's skeletal mesh editor

**Animations don't retarget correctly**

- Verify the skeleton was set to SK_Mannequin on import
- Check that IK Retargeter is properly configured

---

## Best Practices

- **Keep pose presets**: Save a pose matching preset per MetaHuman archetype to speed up repeated conversions
- **Preserve blendshapes**: If you need facial blendshapes, skip deleting relevant vertex groups during cleanup
- **Fix seams early**: Run seam fixes before parenting to avoid split normals on export

---

## Limitations

| Limitation | Workaround |
| --- | --- |
| Facial rigs beyond Manny | Use MetaHuman facial systems for high-fidelity animation |
| Custom clothing bones | Manual adjustment post-conversion |
| Full body blendshapes | Not supported in current version |

---

## Additional Resources

- [📚 GitHub Repository](https://github.com/HakanErunsal/MetahumanToManny)
- [💾 itch.io Page](https://hakanerunsal.itch.io/metahumantomanny)
- [🔧 Blender Extensions](https://extensions.blender.org/add-ons/metahumantomanny/)
