In version 1.1.0 and above The exporter utilises new functionality in UE 5.6+ that allows us to read the DNA file attached to a skeletal mesh and then use that data to export a quad based mesh by default.

If your skeletal mesh does not have DNA attached the exporter will revert to exporting a try based mesh.

IMPORTANT: This method only works with newer Metahumans created with Metahuman creator.

  1. Goto Edit > plugins and search for “Jobutsu Exporter” and enable it. Restart the engine.
  2. In the content browser locate your Metahuman mesh, right click the asset and choose “Jobutsu Exporter”
  3. In the dialog that pops up select the meshes you want to export by using the check boxes. If you want to export your mesh complete, check the box “Also export full mesh (all slots)
  4. Click ‘OK’ to export, you will be presented with a dialog to save your selected meshes to as OBJ files.
  5. Once complete, you are presented with a confirmation dialog, click “OK’ to finish.

  1. Drag your OBJ mesh into the content browser and you will be presented with the stock import pipeline dialog. Use defaults but check “Combine static Meshes”.
  2. You can now use the mesh to conform your Metahuman in Metahuman Creator.
  1. In the content browser open your skeletal mesh asset.
  2. In the Morph Target panel click the “Import Morph Target” button.
  3. Choose your OBJ file and import.

When modifying your mesh outside of the editor DO NOT alter the Vertex Order, Normals or Face count

as this will corrupt the mesh and you will not be able to use it as valid Metahuman topology in the editor.

In your external APP the vertex order may appear different than base Metahumans you import using another method. This is completely normal, vertex order is based on DNA data and will be interpreted correctly in MHC.

This plugin was designed and tested using Blender as the external APP, the meshes produced during the export process may behave differently in other APPs and may required additional steps.