Meta Humans
Custom DNA Topology With Mesh Morpher Graph
By Admin ·
MetaHuman DNA files normally assume MetaHuman topology - the fixed vertex layout every stock MetaHuman shares. Mesh Morpher Graph removes that constraint: you can add, remove, subdivide or decimate geometry and still export a valid DNA file. Helmets welded to the head, custom brows, optimized low-poly variants - all of it can live inside the DNA and round-trip with Houdini, Maya or any DCC that loads DNA.
Why custom DNA topology matters
The DNA file is what makes a MetaHuman a MetaHuman: the rig logic, expressions and mesh definition travel together. As long as your customizations stay outside the DNA, every downstream tool treats them as foreign geometry - separate meshes to attach, skin and maintain. Putting custom topology into the DNA means the whole character, additions included, behaves as one asset everywhere DNA is understood.
What the workflow looks like
- Load the DNA in Mesh Morpher Graph - the MetaHuman DNA nodes read the mesh straight from the file.
- Edit the topology with regular graph nodes. Append geometry (a helmet, custom brows), remove parts you do not need, subdivide for density or decimate for performance.
- Transfer skin weights to the new geometry with the Transfer Weights node, so additions deform with the head instead of floating on it.
- Write the DNA with the Write DNA exporter - a valid file other DCCs accept.
- Or turn it into a Skeletal Mesh with Export DNA to Skeletal Mesh to use the result directly in Unreal Engine.
The video walks through a complete example - appending a helmet and custom brows, transferring weights into one DNA file, and loading the result back in Houdini:
Tips
- Weld deliberately. When appending geometry that should merge with the head, use a tight vertex tolerance so seams close without collapsing detail.
- Check weights at the seams. After transferring weights, pose the head - the boundary between original and added geometry is where bad weights show first.
- Customize expressions afterwards in Classic. Once the DNA is back in engine, Mesh Morpher Classic can edit the bone expressions to account for the new geometry.
- Decimation works the other way too. The same pipeline produces reduced-topology DNA for crowd or mobile variants.
Related workflows
To build a DNA asset for a mesh that was never a MetaHuman at all, see custom DNA assets for any skeletal mesh. To reshape a standard MetaHuman without touching topology, start with the 3D wrapping guide. Both workflows are also available outside the engine in Mesh Morpher Studio.
Related posts
- Mesh Morpher vs MetaHuman Creator: When You Need a Truly Custom Mesh
- Mesh Morpher vs Poly Hammer Character DNA: Which MetaHuman DNA Editor Fits Your Pipeline?
- How to 3D Wrap MetaHuman Conform Meshes in Unreal Engine with Mesh Morpher Graph
- Dynamically Morph Full Body Meta Humans and Skeletons
Looking for reference material? Read the Mesh Morpher documentation or see pricing & licenses.