Avatar Wrap

Avatar Wrap Documentation

For installation instructions and documentation for the other Avatar Creator tools, open the main documentation page .

For the cleanest workflow, use Avatar Wrap in an empty Blender file.

Avatar Wrap reshapes a base mesh so that it matches the form of another mesh. The Base is the mesh whose topology you want to keep. The Target is the scan, sculpt, generated character, or external mesh whose shape you want to capture.

Avatar Wrap is organized into three main modules :

  • Avatar Wrap Workflow — choose the Base and Target, place landmarks, run the wrap, review the result, and accept the final output.
  • Transfer to AVC — send an accepted wrapped shape to a compatible Avatar Creator character with one click.
  • Texture Transfer — transfer texture maps from the original Target to the wrapped mesh and export the generated images.
Avatar Wrap panel showing the Avatar Wrap Workflow, Transfer to AVC, and Texture Transfer modules

The normal order is: choose the Base , choose the Target , place landmarks , run the wrap , and accept the output . Afterward, use Transfer to AVC , Texture Transfer , or both when needed.

Edition note: Custom Mesh is exclusive to Avatar Wrap Pro . The Avatar Creator + Avatar Wrap bundle includes the standard Avatar Wrap workflow with AVC Preset and MetaHuman base options, but it does not include Custom Mesh support.

1. Choose the Base

Open Avatar Wrap Workflow and use the Base menu to choose among AVC Preset , MetaHuman , and Custom Mesh .

Option A — AVC Preset

Use this option when the wrapped result should keep the standard AVC topology and be ready for the Avatar Creator workflow.

Avatar Wrap Choose Base panel with AVC Preset selected
  • Gender selects the Female or Male AVC base.
  • Shape switches between the Body Type and Face preset libraries.
  • Preset selects the starting shape shown in the thumbnail browser. Choose the closest available preset to the target.
  • Pose Target prepares the base for an Avatar Creator, MetaHuman, Genesis 9, or Character Creator target pose.
  • Body Part defines the area to wrap.
  • Load AVC Base adds the selected base to the scene.

The available body-part choices include Face, Head, Torso, Arms, individual arms, Legs, individual legs, Body (No Head), and Full Body. Select the smallest option that fully covers the area you need to reshape.

Avatar Wrap body part and wrap type options

Option B — MetaHuman

Use this dedicated option when the Base is an Unreal Engine MetaHuman and the wrapped result must preserve the MetaHuman topology and its separate character structure.

Avatar Wrap Choose Base panel with the MetaHuman preset and Head mode selected

Select MetaHuman from the Base menu, choose the required Mode , and assign the mesh fields displayed by the panel.

  • Head — assign the MetaHuman head in Head Mesh . The head and upper neck are wrapped while the body connection remains fixed.
  • Full Body — assign the MetaHuman head and body meshes requested by the panel so Avatar Wrap can process them as one coordinated character workflow while preserving their original topology.

Use the head and body meshes from the same MetaHuman character and keep their transforms aligned. Do not manually join or retopologize them before setup. When the related MetaHuman eye and teeth objects are present, finalization keeps their topology unchanged and repositions them to follow the accepted wrapped identity.

Option C — Custom Mesh (Avatar Wrap Pro)

Custom Mesh lets you use virtually any character mesh as the Base while preserving that mesh's own topology. For example, the Base can be a MetaHuman , Genesis 9 , a Character Creator character, a proprietary studio base mesh, the Blender Foundation's open human base mesh, or another character topology you already use.

This makes Avatar Wrap Pro usable as a standalone wrapping tool: Avatar Creator is not required when you want to wrap and keep a Custom Mesh. Custom Mesh is not included in the standard Avatar Wrap version supplied with the Avatar Creator + Avatar Wrap bundle.

Avatar Wrap Custom Mesh setup with Wrap Area, Neck Connection, and Internal Surfaces

Select the object in Custom Mesh , then choose the required Wrap Type . Avatar Wrap displays only the areas needed for that type:

  • Wrap Area — select every vertex that should follow the target shape.
  • Neck Connection — for Head wraps, select the neck area that connects the wrapped head to the unchanged body.
  • Internal Surfaces (Mouth & Eyes) — select inner-mouth surfaces, inner eyelids, eye sockets, and similar internal areas. This field appears for Face, Head, and Full Body wraps.

To assign an area, click Edit . Avatar Wrap activates the Custom Mesh and enters Edit Mode. Select the required vertices, then click Assign Vertices . Use Cancel to leave the editing session without replacing the current assignment. A vertex count and checkmark confirm a completed area.

You do not need to create a separate Smooth area. Avatar Wrap prepares the transition between the wrapped and unchanged regions automatically.

2. Choose the Target

In Choose Target , assign the external mesh whose form you want to capture in the Target Mesh field. This can be a scan, sculpt, generated character, or another character mesh.

Before placing landmarks, make sure the Base and Target are visible, face the same direction, and have a reasonably similar position and scale. The Pose Target option in AVC Preset mode helps match common character systems.

3. Place Landmarks

Avatar Wrap Place Landmarks section

Landmarks tell Avatar Wrap which points on the Base correspond to points on the Target.

  1. Click Add to enter Landmark Mode.
  2. Click a point on the Base in the left viewport.
  3. Click the matching point on the Target in the right viewport.
  4. Repeat the pair for the main features and the limits of the area being wrapped.
  5. Press Esc or the right mouse button to leave Landmark Mode.
  • Remove deletes the selected landmark pair.
  • Clear removes all landmark pairs.
  • Mirror Landmarks creates matching points on the opposite side for symmetrical Head, Torso, Arms, and Legs workflows. Leave it disabled for asymmetric meshes or one-sided limb wraps.

Distribute landmarks across the complete wrap area instead of concentrating them in one small region. The point counter shows how many completed pairs are available.

4. Run Wrap

Avatar Wrap Run Wrap section

Click Run Wrap after the Base, Target, required Custom Mesh areas, and landmarks are ready. If the button is disabled, return to the earlier sections and resolve the warning shown in the panel.

  • Run Wrap generates the wrapped result.
  • Re-Run Wrap appears when an existing result needs to be updated after you change landmarks or other wrap settings.
  • Hide Target After Wrap hides the Target after processing so the result is easier to inspect.

Review the wrapped mesh from several angles before continuing. You can adjust the setup and run the wrap again until the result is ready to keep.

5. Finalize

Avatar Wrap Finalize section with Full Reset and Accept Output
  • Full Reset removes the current wrap output and landmarks and returns Avatar Wrap to a clean starting state.
  • Accept Output finalizes the current wrapped result. Review the mesh first, because this action permanently accepts the current output.

After Accept Output , you can keep and use the wrapped mesh directly. Accepting the output is also required before transferring the result to an Avatar Creator character.

6. Transfer to Avatar Creator

This step is optional. Use it when you want the accepted wrap result to become the shape of an Avatar Creator character.

Transfer to AVC ready state
Transfer to AVC Manual Setup state

When the accepted wrapped output and a compatible AVC avatar are detected, the panel displays a ready message. Click Transfer to AVC to send the wrapped shape to the Avatar Creator character. Related face parts are adjusted automatically.

If the panel cannot detect the required objects, Manual Setup appears. Create or import an AVC avatar of the gender requested by the panel, then assign:

  • Wrapped Mesh — the accepted Avatar Wrap result.
  • AVC Avatar — the destination Avatar Creator Male or Female character.

The transfer button remains disabled when the output has not been accepted, an object is missing, or the avatar gender does not match the selected base.

7. Texture Transfer

Texture Transfer is optional and independent from Transfer to AVC. Use it whenever the original Target and a wrapped result are available. It creates a new texture for the wrapped mesh while preserving the appearance of the selected map from the source material.

Texture Transfer with source and target detected
Texture Transfer Advanced Settings

When the source and target are detected, select the desired map and click Transfer Texture . Open Advanced Settings when an object or material is missing, when you need another map type or resolution, or when you want to export the generated files.

  • Auto-fill restores the source, wrapped target, and likely target material from the current Avatar Wrap workflow.
  • Target is the wrapped mesh that will receive the new texture.
  • Target Material is the material on the wrapped mesh that will receive the result.
  • Source is the original external mesh whose texture is being transferred.
  • Source Material is the material containing the map to read.
  • Map Type selects Base Color / Albedo, Roughness, Normal, Specular, or Metallic.
  • Format selects PNG or JPEG for exported files.
  • Resolution selects 1K, 2K, or 4K output.
  • Export Path selects the destination folder. It is optional while transferring inside Blender, but must be set when you want to save the generated image files to disk.
  • Export Texture saves the transferred textures to the selected folder. Run Transfer Texture first.

Repeat the transfer for each material and map type you need. You can transfer textures before or after transferring the shape to Avatar Creator, provided the source mesh and wrapped result are still available in the scene.

Completion Paths

  • Standard Avatar Wrap in the Avatar Creator + Avatar Wrap bundle: use an AVC Preset Base, complete steps 1–5, and optionally continue with Transfer to AVC and Texture Transfer.
  • MetaHuman Base workflow: choose MetaHuman as the Base, select Head or Full Body, assign the requested MetaHuman meshes, and complete steps 2–5 while preserving the MetaHuman topology.
  • Avatar Wrap Pro with a Custom Mesh: use virtually any suitable character Base, complete steps 1–5, and keep the accepted wrapped mesh without requiring Avatar Creator.
  • Avatar Creator character: complete steps 1–6.
  • Wrapped textures: use step 7 whenever the source mesh and wrapped result are available.
  • Complete AVC result: accept the output, transfer the shape to AVC, and transfer the required texture maps.