Manikins
Skyreal VR provides a powerful manikin simulation system powered by MetaHuman technology. This page covers how to work with manikins in extensions — importing them in Unreal Editor, creating custom appearances, and extending the MSD analyzer system.
Import a Manikin in Unreal Editor
Ensure your project has the SkrManikinDataModelPlugin and SkrUtilities plugins enabled.
Adding a Manikin to the Scene
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In the Content Browser, enable Show Plugin Content in the Settings menu.
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Navigate to SkrManikinDataModelPlugin Content > ManikinBase.
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Select BP_SkrManikin and drag it into the scene viewport.
[IMAGE: Add manikin to scene — original at /pictures/v1.16/Manikin_UEAddToScene.png]
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Select the actor and go to the Details panel > Skr > Manikin section.
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Set the Manikin Description for a custom appearance.
[IMAGE: Manikin description — original at /pictures/v1.16/Manikin_UEAddDescription.png]
Available properties:
|
Property |
Description |
|---|---|
|
Size Mode |
|
|
Logo |
Edit the logo visible on the manikin's back |
|
Toggle Vision Field |
Display the green vision field light |
|
Toggle MSD Body |
Display or hide MSD notation mesh |
|
Save Report MSD |
Create a JSON report in the project Saved directory |
[IMAGE: Manikin details panel — original at /pictures/v1.16/Manikin_UEDetails.png]
Editing Manikin Posture
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Select the manikin by clicking the white circle representing its ground position.
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Double-click on effectors to display a compass for posture editing.
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Enable Realtime in the 3D viewport menu if the posture doesn't update.
[IMAGE: Edit manikin effectors — original at /pictures/v1.16/Manikin_UEEditEffector.png]
Grabbing Objects
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Select the hand effector with double-click.
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Set Effector Status to Snap to Actor.
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Set Actor to Snap to to the target object.
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Set Skr Hand State to Tracked Finger.
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Set Actor to Grab to the same target object.
[IMAGE: Snap hand to object — original at /pictures/v1.16/Manikin_UESnapHand.png]
Fine-tune finger placement using mesh socket positions in the Socket Manager.
[IMAGE: Edit mesh sockets — original at /pictures/v1.16/Manikin_UEEditSockets.png]
Importing Custom MetaHuman Manikins
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Go to metahuman.unrealengine.com and create a new MetaHuman.
[IMAGE: MetaHuman Creator — original at /pictures/v1.16/Manikin_ExtensionMetaHuman.png]
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In your Unreal project, open Quixel Bridge and connect your Epic Games account.
[IMAGE: Quixel Bridge — original at /pictures/v1.16/Manikin_ExtensionQuixelBridge.png]
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Find your MetaHuman in the MetaHumans tab, download it, and export to your scene.
[IMAGE: Select MetaHuman — original at /pictures/v1.16/Manikin_ExtensionQuixelBridgePickMetaHuman.png]
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Move the MetaHuman folder into your extension plugin content.
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Right-click the MetaHuman blueprint and select Convert to Skr Manikin Description.
[IMAGE: Convert to Skr Manikin Description — original at /pictures/v1.16/Manikin_ExtensionCreateDescription.png]
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Move the created data asset to
RegistrableAssets. Fill the Image, Name, and check Auto Register Description.
[IMAGE: Fill manikin description — original at /pictures/v1.16/Manikin_ExtensionFillDescription.png]
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Package and cook your extension. Copy the Common MetaHuman directory from the cooked output into the Skyreal VR installation
Content\\MetaHumansdirectory (use Merge).