⚠️ Not an Epic Games or Godot Foundation product. This is an independent, community tool made by Agile Lens. It is not created, published, endorsed, sponsored by, or affiliated with Epic Games or the Godot Foundation, and is not official MetaHuman, Unreal Engine, or Godot software. The repository name "MetaHumanGodot" describes what the tool works with — it does not imply any official support from either organisation. "MetaHuman", "Unreal Engine", and "Unreal" are trademarks of Epic Games, Inc. "Godot" is a trademark of the Godot Foundation. See Licensing.
A real-time look-development tool for MetaHuman characters in Godot 4.6 — dial in skin, lighting, and hair with live sliders and an orbit camera, then save the look to JSON. Built around the MatMADNESS HumanShader (MIT) for proper subsurface-scattering skin.
Bring your own MetaHuman. This repo ships the tooling — the Godot project, the look-dev UI, and the skin/eye/hair shaders. It does not include any MetaHuman character assets. You supply your own export (see Bring your own MetaHuman). Without one, the tool launches with a neutral placeholder so you can still explore the lighting and skin sliders.
A prebuilt Windows demo (with a sample MetaHuman baked in) is on the
Releases page — download MetaHumanGodot-win64.zip, unzip,
and run MetaHumanGodot.exe. Or build/run from source (below).
| The interactive tool | Live expressions |
|---|---|
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- Live skin look-dev — MatMADNESS subsurface-scattering skin with ~30 exposed uniforms (normal/SSS/smoothness, micro-detail, scatter, roughness, specular, AO…), each on a slider and a type-in box (values can exceed the slider range).
- 3-point lighting + environment — key / fill / rim (energy, color, yaw, pitch), catchlight, ambient/exposure/tonemap/contrast/saturation, backdrop tint.
- Hair — scalp / beard / eyebrow colors, strand density, root darkening, backing shell.
- Orbit camera + auto-turntable (spins the model), a hero camera (wide→close push-in), and Play animation (face emote + body idle) — all combinable. Supersampled screenshot and turntable-movie capture.
- Save / load the whole look to
look_settings.json.
- Install Godot 4.6 (stable, Forward+).
- Launch the viewer:
- Windows: double-click
run_lookdev.bat(set theGODOTenv var to your Godot binary if it isn't onPATH), or - Any OS: from a terminal —
Use an absolute project path (a bare relative
<godot-binary> --path <path-to-this-folder> scenes/look_dev.tscn --resolution 1366x860--path godot_projectfails with "Invalid project path specified").
- Windows: double-click
- With no
character.glbpresent you'll see a placeholder bust — the skin and lighting sliders still work. Add your own MetaHuman (next section) for the full rig.
Do not launch with
--headlessor--write-movie— this is an interactive GPU tool.
| Action | Input |
|---|---|
| Orbit | LMB-drag |
| Zoom | mouse wheel |
| Pan | RMB / MMB-drag |
| Reset camera | Reset cam button |
| Spin the model | Auto-turntable toggle |
| Play face + body animation | Play animation toggle |
| Hero camera (wide → close, loops) | Hero camera toggle |
| Resize / collapse the panel | drag the right-edge handle, or the ‹‹ button |
| Reset one setting to default | the small ↺ next to it |
| Hide / show UI | H key (or Hide UI button) |
| Credits / legal | Credits / Legal button (top-right) |
| Screenshot | bottom-right Screenshot |
| Turntable movie | bottom-right Capture movie |
The turntable, animation, and hero camera can all run at once. Every slider has a
numeric entry box (type values beyond the slider range for extremes).
Save settings writes look_settings.json (next to the app and to user://);
it auto-loads on the next launch.
Export your MetaHuman from Unreal Engine and assemble it into a single
character.glb placed at the project root (character.glb), with its baked
textures alongside (head/body BaseColor, Normal, SRMF, Scatter; eye iris/sclera;
groom coverage atlases). The viewer auto-wires the face by surface index
(Blender's glTF export shuffles material names), the body skin, grooms, and eyes.
(The full, automated UE → Blender → Godot export pipeline — which produces that
character.glb for you, including ARKit morph targets — is a separate offering;
see below.)
- This tool's code + shaders: see
LICENSE(MatMADNESS shaders are MIT). - MetaHuman assets are NOT included and must not be added to this repo. Epic's MetaHuman license (June 2025+) permits MetaHumans in non-Unreal engines for users under $1M USD revenue, with restrictions (notably no AI-model training). When you supply your own MetaHuman, you do so under your Epic license — read metahuman.com/license and the Unreal Engine EULA. This note is not legal advice.
This viewer is the open, free slice. The complete UE → Blender → Godot
automation (one-shot export of the face/body/grooms, surface remapping, shader
wiring, ARKit/animation setup) is a separate, more involved offering. If you want
the turnkey workflow rather than hand-assembling character.glb, that's where to
look.


