```{eval-rst}
.. meta::
:description: Find out how to import Copresence avatars into Metahuman for creating realistic digital humans in minutes.
```
# MetaHuman 5.5
Copresence provides the *MetaHuman Import Wizard* as an Unreal Engine plugin to create a [MetaHuman](https://www.unrealengine.com/en-US/metahuman) based on your Copresence scan.
This tutorial is based on Unreal 5.5. We are actively working on supporting the new workflow in Unreal 5.6 as soon as possible.
An additional tutorial video is linked below.
`
Install our plugin for a specific project by extracting the downloaded zip to `[Project Root Directory]/Plugins/copresence`.
Restart the Unreal Editor, in case it has been opened while extracting the content.
To ensure the plugin is activate, navigate to the plugins menu in the Unreal editor via *Edit -> Plugins* and enter *Copresence* into the search bar. Make sure the plugin is activated.
If activated, the "Copresence" menu will be located in the top menu bar of your Unreal editor.
## Workflow
This section will show you how to convert Copresence avatars into MetaHumans and import them into Unreal Engine.
As a prerequisit, you need to have a Copresence account and a recorded avatar with exports unlocked.
If you don't have an unlocked avatar, you may also choose the default *Demo Avatar* which is added to every account and unlocked by default.
```{figure} _static/metahuman_55/webapp.jpg
:name: Webapp Download
:align: center
```
Log into the [Copresence webapp](https://app.copresence.tech/) and select your unlocked avatar. Click the *...* and choose download. Select *MetaHuman* and download the *.zip* asset file.
Open the Unreal editor and navigate to the main menu bar. Click *Copresence -> MetaHuman Import* to launch the wizard.
```{figure} _static/metahuman_55/open_wizard.jpg
:name: Open wizard
:align: center
```
### Intro
The opening screen explains the wizard and provides more references to MetaHumans, Copresence and this guide.
Click *Continue* to start the process.
```{figure} _static/metahuman_55/intro.jpg
:name: Introduction
:align: center
```
### Source File Selection
Select the file you downloaded from the webapp and click *Continue*. This will import the Copresence scan assets into your Unreal project.
The imported files will be located under `/Game/copresence/`.
```{figure} _static/metahuman_55/select_source.jpg
:name: Select Source
:align: center
```
### Running Template-to-Metahuman
The next step explains the Template-to-MetaHuman workflow. The process is semi-automated and needs some manual operations to be performed.
Press the *Create MetaHuman* button to create a new MetaHuman identity file in your assets. The file will open automatically and is ready for loading you scan. From here on, some manual steps are required.
```{figure} _static/metahuman_55/template2metahuman.jpg
:name: Template-to-MetaHuman
:align: center
```
1. Navigate to the menu bar at the top and click on *Assets*. In the drop-down menu click *Configure Components from Conformed*. It will open a list where you need to search for a static mesh asset named *template*.
There might be multiple files with that name so make sure to select the one which is located in the folder containing the imported files from the previous step.
After clicking the file, it takes a couple of seconds until the mesh is shown.
2. Finish this step by pressing the *Mesh to MetaHuman* button. Make sure to select the *Full MetaHuman* option. After this, the reconstructed geometry will be uploaded to the MetaHuman Creator, ready for editing in the next step.
Now, you may close the Template-to-MetaHuman dialog window and proceed with the wizard by clicking *Continue*.
### Editing in MetaHuman Creator
```{figure} _static/metahuman_55/creator.jpg
:name: Metahuman Creator
:align: center
```
After the Template-to-MetaHuman transfer, the current state of the MetaHuman is rather a draft than a finalized character.
That is why the final editing takes place in the [MetaHuman Creator](https://metahuman.unrealengine.com/) tool. The previous step has already uploaded the geometry to the tool, so you can start editing right away. The MetaHuman Import Wizard in Unreal now outlines the most important steps to follow and includes some information that you will need to enter. The steps are summarized briefly below:
| | |
|--|--|
| In the category *Face* -> Skin* select the skin color coordinate that is shown in the instructions list of the Copresence wizard | |
| Disable the hair by selecting *None* in the *Hair -> Head* menu | |
| Disable the eyebrows by selecting *None* in the *Hair -> Eyebrows* menu | |
| Select a proper bodyshape and head scale in the menu *Body -> Proportions* | |
Optionally, you might want to add clothing in the *Body* menu.
Once you done, you may close the MetaHuman creator, go back to the wizard in Unreal and click *Continue*.
### Importing the MetaHuman
```{figure} _static/metahuman_55/quixel_bridge.jpg
:name: Quixel
:align: center
```
The MetaHuman is now ready to be imported into your current Unreal project. Go back to the Unreal editor and follow the instructions shown by the import wizard.
| | |
|--|--|
| Open the *Quixel Bridge* by navigating to *Window* in the top menu bar and select *Quixel Bridge* | |
| Select *My MetaHumans* under the *MetaHuman* category | |
| Select your MetaHuman and quality preset and press the *Download* button. This will generate and download the assets required for your MetaHuman. This step can take a few minutes. | |
| Once the download is finished, press the *Add* button | |
Once you done, go back to the wizard in Unreal and click *Continue*.
### Apply Copresence Assets
In this last step, face texture and hair assets of the MetaHuman get replaced by the ones from your Copresence scan. Therefore, go back to the wizard window and select the blueprint of your MetaHuman in the drop-down list. If you can not find it click *Refresh*. Then, press the *Transfer Assets* button.
After everything is finished, click *Continue*.
### Finalize
Now your MetaHuman is ready to be used.
Press the *View MetaHuman* button on the last page of the wizard to open the MetaHuman blueprint.
Make sure to close any opened editor windows for this blueprint. Otherwise, the contents of the asset will not be refreshed.
You can close the wizard now and drag the MetaHuman blueprint asset into the scene.
Below, you see an example result with a reference input picture captured by our app during the original scan.
```{figure} _static/metahuman_55/scene.jpg
:name: Scene
:align: center
```