Docs

MetaHuman DNA

  • Load DNA File: Reads a .dna file off disk so the other DNA nodes can work on it.
  • Load DNA: Pulls the MetaHuman DNA out of a skeletal mesh so the other DNA nodes can read it.
  • DNA To Mesh: Builds the mesh a DNA file describes, with its skeleton and skin weights, at the LOD you pick.
  • Get DNA Blendshape: Applies one of the DNA's blendshape targets to a mesh so you can see the shape it makes.
  • Get DNA Expression: Poses the DNA's mesh at one named expression and tells you which bones that expression moves.
  • Set DNA Expression: Records a mesh you re-posed by hand back into the DNA as one of its expressions.
  • Set DNA Blendshape: Writes a sculpted shape back into the DNA as one of its blendshape targets, and optionally onto the coarser LODs too.
  • Bake DNA Geometry: Makes your sculpted mesh the DNA's new neutral shape, so every expression in the file then runs on top of your sculpt.
  • Get DNA RBF Pose: Isolates a single pose from one of the DNA's RBF solvers, so you can see what that corrective does and which joints it drives.
  • Set DNA On Skeletal Mesh: Attaches a DNA onto a Skeletal Mesh asset. Works with the legacy DNA storage below engine 5.8 and the new DNA asset format on 5.8 and above. Editor only.
  • Set DNA RBF Pose: Records a corrective back into one of the DNA's RBF poses: the trigger rotations, the solver's RBF parameters and the corrected joint pose.
  • Validate DNA: Checks a MetaHuman DNA for the damage that makes a rig deform wrongly without ever throwing an error. The DNA passes through untouched and the verdict comes out on pins.
  • Create DNA: Builds a new MetaHuman-shaped DNA from a mesh - create, author a rig from scratch for a head, face or body.
  • Create DNA From Skeletal Mesh: Builds a new MetaHuman-shaped DNA directly from a Skeletal Mesh asset - create, author a rig from scratch for a head, face or body.
  • Edit DNA Animated Map: Adds, renames, sets LOD membership on, appends a driving row to, or removes an animated map - RigLogic's own conditional-table shape, authoring side.
  • Edit DNA Blendshape Channel: Adds, renames, edits LOD membership, wires or removes a blend shape channel, or drops one target row - the identity/wiring authoring counterpart to Set DNA Blendshape.
  • Edit DNA Expression: Adds, renames, wires or removes raw controls (expressions) - the DNA entities joint groups, blend shape channels, animated maps and RBF solvers drive from.
  • Edit DNA GUI Control: Adds, edits, renames or removes a GUI control's raw-control mapping rows - RigLogic's own conditional table, authoring side only.
  • Edit DNA LODs: Drops a DNA down to a subset of its LODs, or appends new LODs cloned from an existing one - edit, keep, add, remove, drop LOD.
  • Edit DNA ML: Adds or removes ML controls and removes neural networks - a network's own weights/layers are authored only by the Python verb add_neural_network.
  • Edit DNA PSD: Adds, replaces or removes PSD correctives - controls computed as the weighted product of their own factor controls.
  • Edit DNA RBF Pose: Adds or removes RBF poses and RBF pose controls on a DNA's corrective layer - the trigger/output structure, not the corrected joint pose itself.
  • Edit DNA RBF Solver: Adds or removes whole RBF solvers on a DNA - drivers, settings and LOD membership; pads stay hidden and are managed automatically.
  • Edit DNA Twist Swing: Adds, edits or removes twist/swing parameter-group setups - the quaternion-driven joint corrective tables RigLogic evaluates, authoring side only.
  • Get DNA GUI Controls: Lists a DNA's GUI controls and evaluates one control's effect on the rig controls it drives, the same way RigLogic computes it.
  • Merge DNA: Combines a body DNA and a head/face DNA into one DNA - merge, combine body and head/face into a single rig.
  • Pose DNA Controls: Poses a DNA's mesh from a sparse set of GUI control values, evaluated through the DNA's own RigLogic rig - the same slider values a MetaHuman face/body board would drive.
  • Transfer DNA Rig: Transfers a rig - face expressions, RBF, twist/swing, joint behavior - from a template DNA onto a target DNA that already has its own geometry and skeleton, via a hand-editable bone mapping.