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Sculpt Link documentation

Version 0.3 beta · Unreal Engine 5.8 · Windows editor

Requirements Install Sculpt Link Wrap From Sculpt Grooms (beta) Known limitations Reporting a problem

Requirements

Install

  1. Fab: add to your library, install to the engine from the Epic Games Launcher, then enable Sculpt Link in Edit → Plugins for your project. Gumroad: unzip into your project's Plugins/ folder so you have Plugins/MetaHumanWrap/MetaHumanWrap.uplugin, then enable it the same way.
  2. Restart when asked. The two tools appear in MetaHuman Creator's Import palette when a MetaHuman Character asset is open.
  3. Blender only: Preferences → Get Extensions → the drop-down at the top right → Install from Disk… and pick Plugins/MetaHumanWrap/Resources/Blender/metahuman_wrap_bridge.zip. The add-on's Exchange folder must match the plugin's (Editor Preferences → Plugins → MetaHuman Wrap → Sculpt App Bridge); both default to Documents\MetaHumanWrap\Exchange.
  4. Check the version: the Sculpt Link panel's last line reads MetaHumanWrap 0.3.0-beta, built …, and Blender's MetaHuman panel header shows the add-on version. The plugin tells the add-on when a newer zip ships.
STUB — add screenshots: the Import palette with both buttons, the Blender Install from Disk dialog, the Exchange folder preference.

Wrap From Sculpt

  1. Import your sculpt as a Static Mesh (OBJ or FBX). One closed head; a full body works too.
  2. Open or create a MetaHuman Character, Import palette, Wrap From Sculpt.
  3. In Sculpt & view pick the sculpt asset and a placement preset if it arrives lying down (an OBJ from Blender is usually "OBJ, Y up, meters").
  4. Click a spot on the MetaHuman head, then the matching spot on the sculpt: that is pair 1. Keep going — eye corners, nostrils, mouth corners, ear points. Symmetry places the mirrored twin.
  5. Press S for splines (lip lines, eyelid edges, the jaw). Enter finishes a spline, Backspace removes the last point, Delete removes the whole pair. Shift-click on the head grabs an edge loop.
  6. Auto-place projects the enabled template curves onto the sculpt once you have three drawn curves, as a starting point to correct.
  7. A pair that looks wrong turns magenta and says why in its row — usually two numbers swapped.
  8. Optional: place points on the body the same way to conform the MetaHuman body to a full-body sculpt.
  9. Press Apply. One undo step. Iterate: fix a curve, Apply again.
STUB — controls table (keys, view modes Split / Beside / Overlay, Ghost, Midline, Mirror) and screenshots of the panel.

Grooms to Blender and back BETA

  1. Sculpt Link, target app Blender, Listen Mode on.
  2. In the Send block's Grooms row tick Hair, Brows, Beard, Mustache, Lashes as needed. A box is enabled only when something is worn in that slot.
  3. Press Send. Each groom arrives as a Curves object sitting on the head. Switch to Sculpt Curves mode and style it. Keep every root on the head (Curves → Snap to Nearest Surface if the send warns).
  4. Send to MetaHuman with Send grooms ticked. In Unreal, Apply.
  5. The first return makes your own groom: a new wardrobe item named after the style plus "(Blender 01)", worn in the slot, keeping the color you dialed on the original.
  6. Every later return updates that same asset in place: same tile, same color, one Ctrl+Z to go back a version. Epic's original stays in the Wardrobe, never modified.

Epic's MetaHuman groom content must not leave your Unreal projects. The exchange .mhg files and any .blend saved with the hair in it contain it. Keep them on your machine.

Known limitations (0.3 beta)

Reporting a problem

Email support@hauntedostrich.com with, in one message:

  1. A screenshot or two of what you see, including the panel.
  2. <Project>/Saved/Logs/<Project>.log (everything from the plugin is on LogMetaHumanWrap).
  3. The files in the exchange folder from that hand-off (the .GoZ files and any _norm.png / _color.png beside them). Not the .mhg or .blend files.
  4. The build stamp from the Sculpt Link panel's last line and the Blender add-on version.
  5. What you did, in order, especially any Ctrl+Z on either side.