Meta Humans
How to Modify MetaHuman RBF Poses with Mesh Morpher Graph and Mesh Morpher Studio
By Admin ·
Every MetaHuman DNA carries a corrective layer most tools never let you touch: RBF poses. These are the shapes that fire automatically as joints reach particular rotations - the wrist that bulges as it bends, the neck that keeps its volume as the head turns. When one of them misfires, the artifact only appears mid-motion, blended with everything else, and hunting it down inside a full expression is miserable. Mesh Morpher gives you a direct way in: isolate a single pose, fix it, and write it back into the DNA.
What RBF poses are
Inside a DNA file, RBF solvers watch a set of driver joints. As those joints rotate toward a stored trigger configuration, the solver blends in a corrective pose - extra joint movement that keeps the deformation looking right. This is not limited to faces: RBF poses work on any DNA mesh, body included. They are the reason a stock MetaHuman holds up in extreme poses - and the thing that breaks when you push a custom character beyond what the stock corrections expect.
See one pose by itself
The Get DNA RBF Pose node evaluates a single pose of a single solver on its own, giving you the mesh and the bones that pose drives - no blending, no other expressions in the way. Pick the solver first, then the pose; pose names are only unique within their solver, so the two dropdowns depend on each other. The node also outputs the Trigger: the same mesh at only the pose's driver rotations, with no correction applied. That side-by-side - trigger versus corrected - is usually all it takes to see exactly what a broken pose is doing wrong.
Fix it and write it back
Move the pose's joints to where the correction should actually put them, then feed the result into Set DNA RBF Pose - the write half of the pair. Wire the same DNA in, plus the corrected mesh; the node re-records the pose: the joint rotations that trigger it, the solver's RBF parameters, the pose's scale and name, and the corrected joint pose it applies. You can optionally wire a different mesh into Trigger to change which driver rotations fire the corrective; left unwired, the stored trigger stays as it was.
The write is surgical: deltas land in the pose's own column of the DNA's joint groups, so every other pose and expression reads exactly what it read before. When you are done, save the DNA out with Write DNA and check it with Validate DNA - the round trip ends with a file that Unreal Engine, Maya or Houdini will load like any other DNA.
Works in Graph and in Studio
The same nodes exist in both products: Mesh Morpher Graph runs the workflow inside the Unreal Editor, and Mesh Morpher Studio runs it as a standalone Windows application - no Unreal Engine required. The video walks through the whole process end to end.
Related reading: modifying DNA bone expressions, creating a DNA asset for any skeletal mesh, and how Mesh Morpher compares to other DNA editors.
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.