> For the complete documentation index, see [llms.txt](https://animotive.gitbook.io/animotive-kimodo/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://animotive.gitbook.io/animotive-kimodo/getting-started/getting-started-metahumans.md).

# Getting Started with MetaHumans

[MetaHuman](https://dev.epicgames.com/documentation/metahuman) is Epic's system for high-fidelity digital humans. Animotive Kimodo works with MetaHuman body rigs out of the box — this page gets one animating quickly, then shows how to bring in your own custom MetaHuman.

{% embed url="<https://youtu.be/4HboCGhdsmg>" %}

## Quick start with the MetaHuman demo scene

1. In the **Epic Games Launcher**, make sure **MetaHuman Creator Core Data** is installed for your Unreal Engine version.

   ![Epic Games Launcher with MetaHuman Creator Core Data available](/files/hWntHucDgiL6Ex7YoQtE)

   ![Installing MetaHuman Creator Core Data for your Unreal Engine version](/files/LEBaRfBuuty70gzgGykq)
2. Launch your project, then open **Edit → Plugins** and enable:
   * **Animotive Kimodo** — search `Kimodo Exporter` and confirm it's ticked.

     ![Edit Plugins window with Kimodo Exporter enabled](/files/NXpBXBNYJ5Ps0ZMrbLzD)
   * The MetaHuman plugins — search `metahuman` and enable **MetaHuman Animator**, **MetaHuman Core Tech**, **MetaHuman Creator**, and **MetaHuman SDK**.

     ![Edit Plugins window with the MetaHuman plugins enabled](/files/4cdCoflh0yrIiqoI4tuG)
3. When prompted to restart the editor, do so.
4. Open the **MetaHuman demo scene**. You can load it any time from **Tools → Animotive Kimodo → First-Run Setup** — set **Load demo scene** to **MetaHuman** and click **Save & Setup**.

   ![First-Run Setup with Load demo scene set to MetaHuman](/files/AHAP58yuJzhyPpbwjvfx)
5. The demo Level Sequence opens in Sequencer with a MetaHuman character and a prompt already set.
6. Double-click the existing **prompt section** on the Animotive Kimodo track to view or edit the prompt.

   ![Editing the prompt section on the MetaHuman demo scene](/files/P0paq2KTFjAHZalfzADG)
7. Click **Generate with Kimodo**.

   ![Generate with Kimodo button in the Sequencer toolbar](/files/zxjntx61XlfDn9uhVqs1)

The generation appears in the **Animotive Kimodo Monitor** (**Tools → Animotive Kimodo → Monitor**) and lands on the character once complete.

> If the **MetaHuman** demo option is dimmed in First-Run Setup, the required MetaHuman plugins aren't all enabled yet — its tooltip names the missing one. The **Soma** demo has no MetaHuman dependency and is always available.

## Using Custom MetaHumans

Once you're comfortable with the demo, you can animate any MetaHuman you create.

### Create and assemble the MetaHuman

1. Right-click in the **Content Browser**, create a new **MetaHuman**, and name the file.

   ![Right-click Content Browser menu to create a new MetaHuman](/files/kS9WpoIe7Ag7b8onkiAb)
2. Double-click the MetaHuman file to open **MetaHuman Creator**.
3. Choose a **Preset** or configure a custom look. For full guidance, see Epic's [Getting Started with MetaHuman Creator](https://dev.epicgames.com/documentation/metahuman/getting-started-with-metahuman-creator).

   ![Choosing a preset in MetaHuman Creator](/files/FKda20y2l8Em9yo61WS3)
4. **Download Texture Sources** if required.

   ![Download Texture Sources option in MetaHuman Creator](/files/96U5I121GpM8F6G7fVNP)
5. Click **Create Joints Only Rig**. (A Full Rig is also supported but isn't necessary for Animotive Kimodo.)

   ![Create Joints Only Rig in MetaHuman Creator](/files/df9ShWUzlqqUaZ9g7mWU)
6. Open the **Assembly** tab.

   ![Assembly tab in MetaHuman Creator](/files/b9uiikt2i22bwTsE7nkd)
7. Select the appropriate options, including the path where the compiled MetaHuman will be created.
8. Click **Assemble**.
9. Save the MetaHuman Creator window and close it.

   ![Saving the MetaHuman in MetaHuman Creator](/files/0QYYdGLk7jPkcm79135x)

### Bring it into Sequencer and generate

10. Use an existing **Level** or create a new one. Double-click to open it.

    ![Creating a new Level](/files/N4oMo3YkmksuqiDxa5ZV)
11. Use an existing **Level Sequence** or create a new one.

    ![Creating a new Level Sequence](/files/TJBqWbDLFJc1eh300dPz)
12. Drag the **Level Sequence** into your open scene.
13. In the **Outliner**, right-click the Level Sequence and choose **Edit Level Sequence** to open it in your **Sequencer** window.

    ![Edit Level Sequence from the Outliner right-click menu](/files/S6bgdpHgmFG1ES4jxf0B)
14. Drag the **MetaHuman Blueprint** asset into Sequencer — this creates a set of tracks for it.
15. **Add a Control Rig to your character.** Click the **+** button on the MetaHuman **Body** track, choose **Control Rig**, search for `MetaHuman_ControlRig`, and select it.

    ![Adding a Control Rig to the MetaHuman Body track](/files/r6NVnexQkOV0sgLXzTcQ)

    ![Selecting MetaHuman\_ControlRig in the Control Rig picker](/files/cCj6Eo1vcJYQeJOez5SP)

    * *Optional:* if you can't see it, you may need to enable engine content — click the **cog** button next to the search bar and tick **Engine Content**.

      ![Enabling Engine Content in the Control Rig picker](/files/a4JiN2MBDcaMMKOOOXif)
16. Right-click the top-level track for the MetaHuman Blueprint and choose **Add Animotive Kimodo Track**.

    ![Add Animotive Kimodo Track from the right-click menu](/files/BeC2XUAVRI8g5KXBdoN7)
17. Prompt the animation as normal — see [Prompting with Animotive Kimodo](/animotive-kimodo/getting-started/prompting-with-animotive-kimodo.md).
18. The first time you click **Generate with Kimodo** on a new character, you may be prompted to generate a **Skeleton Map** for retargeting. Accept it.

    ![Prompt to generate a Skeleton Map for retargeting](/files/qFc1qBaNz6EGSLyrOtlv)

For building a scene around a non-MetaHuman character, or for the general Level setup steps, see [Preparing Your Level for Animotive Kimodo](/animotive-kimodo/getting-started/preparing-your-level.md).
