RBF poses are the corrective layer of a MetaHuman DNA - the shapes that fire as joints rotate. This tutorial shows how to isolate one pose, fix it and write it back into the DNA.
The Wrangle node turns the Studio graph into your own toolbox: per-vertex expressions, parameters that become real pins, Python in the same document - and nodes with their own buttons.
MetaHuman Creator blends within a preset space; Mesh Morpher edits the mesh, skeleton and DNA directly. Where each one ends, and how they work together.
Both edit MetaHuman DNA - in different homes. Character DNA lives in Blender; Mesh Morpher lives in Unreal Engine and a standalone app. Here is how to choose.
Mesh Morpher Studio brings the node graph, real-time GPU sculpting and the full character pipeline to a standalone Windows app - no Unreal Engine required.
Organize UE5 and MetaHuman morph targets with folders, wildcard search, vertex filters, color coding and reusable JSON exports in Mesh Morpher Classic.
Step-by-step guide to 3D wrapping MetaHuman conform head and body meshes onto any character in Unreal Engine using landmarks, splines and non-rigid fitting.
Unreal ML Deformer meets MetaHuman faces: FACS training data prepared in-engine with Mesh Morpher, plus sculpting geometry caches and animation sequences in Graph.
Add, remove, subdivide or decimate MetaHuman DNA topology in Mesh Morpher Graph and export valid DNA files that round-trip with Houdini, Maya or Unreal Engine.
Mesh Stream syncs a mesh between Unreal Engine and Blender live - sculpt in the DCC, see the result land in Mesh Morpher without export and re-import loops.
Evoke integrates ElevenLabs AI voice into Unreal Engine: text-to-speech, speech-to-speech, noise removal and audio effects generation, directly in your project.
Morph a MetaHuman into a DAZ character with the Wrapper - improved landmarks and rigid/non-rigid fitting wrap shapes across completely different topologies.
Handle-based mesh deformation in Unreal Engine: the RBF Deformer with TPS, Gaussian, Wendland and Wu kernels, symmetric control points and savable rigs.
How far can MetaHuman deformation go? Turning a standard MetaHuman body into a horse with morph targets, Bonesnapshots and a lightly modified control rig.
Sculpt an expression as a morph target and Mesh Morpher generates the matching bone-driven MetaHuman DNA expression - with correctives so no detail is lost.
Create a custom MetaHuman DNA asset for any skeletal mesh and bone hierarchy - pick the bones, define the expressions and export valid DNA, all in Unreal Engine.
Bring custom MetaHumans into UEFN by converting sculpted shapes into DNA bone expressions - optimized MetaHumans ship without morph targets, so the DNA does the work.
Edit MetaHuman DNA bone expressions and bake them into the DNA file inside Unreal Engine - fix and restyle expressions at the rig level, then round-trip to Maya.
Measure how morph targets, animations and curves move points of interest on a MetaHuman with the Ruler - saved setups, live tracking, integrated with Sculpt Tools and Poser.
Refit MetaHuman eyeballs, lashes, edges and shells to a sculpted face in one click with Relative Restore - teeth and saliva components too. No Maya needed.
Morph a full-body MetaHuman and its skeleton together - dynamically, without baking - using Bonesnapshots, the Poser and animation post-process blueprints.
Morph Character Creator 4 characters in Unreal Engine without breaking animations - Bonesnapshots and the Poser fit the skeleton to every morph target.