Rig Instances

The addon doesn't manage characters directly — it reads rig instances from the Character DNA addon. Each instance references a character's body rig, head rig, meshes, and optionally a face board. The sidebar panel lists all available instances, and selection is synced between both addons.

Two-Phase Workflow

Rig generation happens in two steps:

  1. Generate Metarig — Creates a metarig snapped to the source skeleton. The metarig stays in the scene so you can adjust bone positions in Edit Mode.
  2. Generate Control Rig — Runs generation on the metarig, post-processes the result, constrains it to the source skeleton, then deletes the metarig.

Constraint Binding

The control rig drives the source skeleton through empty intermediaries with Empties that are created help constrain the source rig bones to the control rig's FK bone controls. These are all located in a {namespace}_constraints collection. All constraints are prefixed with ccr for easy identification and cleanup.

Frameworks

The addon uses an abstract RigFramework base class with four methods: create_metarig(), generate_control_rig(), constrain_to_source(), and remove(). Frameworks register via @register_framework and appear in the sidebar dropdown automatically.

Currently, Rigify is the only built-in framework. Additional frameworks can be added by sub-classing RigFramework in a new sub-package under core/.

Animation I/O

  • Body export — Visual transforms are baked per-frame and exported to FBX with Unreal Engine scaling (Z-up, 100× cm). Import directly onto your MetaHuman skeleton in Unreal.
  • Face board export — Face board bone animation exported to FBX and importable onto Unreal's MetaHuman face rig.
  • FK import — Import a body animation FBX and retarget it onto the control rig's FK bones via empty intermediaries.