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.

  1. Generate Metarig — snaps the framework's editable reference rig to the source skeleton. The metarig stays in the scene.
  2. (Optional) Adjust the metarig in Edit Mode.
  3. 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.