The addon builds a control rig for a MetaHuman and binds it to the body skeleton that the
Character DNA addon imported from a .dna file. You pose the control rig, and OpenRigLogic
keeps evaluating against the DNA. This make the MetaHuman body deform exactly as it does in Unreal Engine, while giving you an animator friendly rig.
Supported Rig Frameworks
| Framework | Requirement | Notes |
|---|---|---|
| Rigify | Enable it in Blender's addon preferences | Free and bundled with Blender. Full IK/FK body controls. |
| Auto Rig Pro | Auto Rig Pro 3.78.34+, enabled | This is also a popular framework, but it is paid and made by another third party. get here. |
Pick the framework from the Rig Framework dropdown in the Rig Generation panel before generating.
Whichever framework you choose, Character DNA remains responsible for the evaluating the MetaHuman face board and the secondary twist, swing, and RBF corrective bones.
The Two-Phase Workflow
Rig generation is split into two steps so you get a chance to adjust the metarig after the bone snapping phase, but before the final control rig is created.
- Generate Metarig — snaps the framework's editable reference rig to the source skeleton. The metarig stays in the scene.
- (Optional) Adjust the metarig in Edit Mode.
- Generate Control Rig — generates the final rig from the metarig, constrains it to the source skeleton, and removes the metarig.
Adjusting the Metarig
Between the two phases you can fix anything the automatic snapping got slightly wrong. This should work perfectly if your head and body meshes match the MetaHuman topology. However, if you have a custom mesh turn of Snap Bones to Mesh, then adjust the leaf bones for finger, toe, spine, or jaw placement.
Safe to change in Edit Mode:
- Bone head and tail positions
- Bone lengths and roll
Do not change:
- Bone names — generation resolves bones by name
- Rigify bone parameters or rig types
- The bone hierarchy, or adding and deleting bones
Warning
The metarig is consumed when you click Generate Control Rig. To change it afterwards, remove the control rig and generate again.
Multi-Character Scenes
Every generated object is name-spaced with its rig instance name, so any number of characters can coexist in one scene:
| Object | Name |
|---|---|
| Metarig | {name}_metarig |
| Control rig | {name}_control_rig |
Generation, animation import, export, and removal all act on whichever rig instance is selected in the Rig Instances list, so each character is managed independently.