Complete reference for all operators provided by the Character Control Rig addon.


Rig Generation

Generate Metarig

ID character_control_rig.generate_metarig
Label Generate Metarig
Description Generate a metarig snapped to the source skeleton for manual adjustment

Behavior:

  1. Gets the selected rig instance and validates eligibility
  2. Creates or retrieves the per-instance RigInstanceProxy
  3. Loads the selected framework and metarig_to_source.json mappings
  4. If Snap bone tails to mesh is enabled, loads body/head meshes and bone_to_vertex.json mappings
  5. Calls framework.create_metarig() with the source rig and mappings
  6. Stores the metarig reference and framework name in the instance state
  7. Enters Edit Mode on the metarig

Generate Control Rig

ID character_control_rig.generate_control_rig
Label Generate Control Rig
Description Generate a control rig from the metarig and constrain it to the source skeleton

Behavior:

  1. Gets the rig instance and its stored state
  2. Retrieves the framework from the state's framework field
  3. Loads source_to_deform.json mappings
  4. Calls framework.generate_control_rig() on the metarig
  5. Calls framework.constrain_to_source() with source rig, control rig, and mappings
  6. Sets instance.control_rig to the generated rig

Remove Control Rig

ID character_control_rig.remove_control_rig
Label Remove Control Rig
Description Remove the control rig, metarig, and all constraints

Behavior:

  1. Removes the control rig, metarig, and all widget and constraint data related to the selected rig instance.

Animation Export

Export Face Board Animation

ID character_control_rig.export_face_board_animation
Label Export Face Board
Description Export face board animation to FBX

Properties:

Property Type Default Description
filepath StringProperty (FILE_PATH) Output file path

Behavior:

  1. Opens a file browser with default name {instance_name}_face_board.fbx
  2. Exports an FBX animation matching scene frame range that is compatible with importing onto the MetaHuman face board in Unreal Engine

Export Body Animation

ID character_control_rig.export_body_animation
Label Export Body Animation
Description Export body animation to FBX with baked visual transforms for Unreal Engine

Properties:

Property Type Default Range Description
filepath StringProperty (FILE_PATH) Output file path
bake_step IntProperty 1 1–10 Frame sampling interval for visual bake

Behavior:

  1. Opens a file browser with default name {instance_name}_body.fbx
  2. Exports with a bake step (number of steps per frame) using Unreal Engine scale (100×) and Z-up axis

Animation Import

Import FK Animation

ID character_control_rig.import_fk_animation
Label Import FK Animation
Description Import a body animation FBX and re-target it onto the FK controls of the control rig

Properties:

Property Type Default Description
filepath StringProperty (FILE_PATH) FBX file to import
round_sub_frames BoolProperty True Round keyframe times to whole frames
match_frame_rate BoolProperty True Adjust timing to scene frame rate
prefix_instance_name BoolProperty True Prepend instance name to action
prefix_component_name BoolProperty False Prepend "body" to action name
replace_existing BoolProperty True Replace existing action with same name

Behavior:

  1. Opens a file browser for FBX selection
  2. Builds source → fk bone mapping from fk_to_source.json
  3. Imports the and Re-targets animation onto FK controls and creates a new action on the control rig

Import Face Board Animation

ID meta_human_dna.import_face_board_animation
Label Import
Description Import an animation for the MetaHuman face board exported from an Unreal Engine Level Sequence

Properties:

Property Type Default Description
filepath StringProperty (FILE_PATH) FBX file to import
round_sub_frames BoolProperty True Round keyframe times to whole frames
match_frame_rate BoolProperty True Scale animation curves to match the current scene FPS
prefix_instance_name BoolProperty True Prepend instance name to the resulting action name
prefix_component_name BoolProperty True Prepend component name to the resulting action name

Behavior:

  1. Opens a file browser filtered to .fbx files
  2. Imports the FBX and re-targets keyframes onto the face board rig
  3. Creates a new action on the face board object, optionally prefixed with the instance and component names