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	<title>EpicGames - DIGITAL PRODUCTION</title>
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		<title>MetaHuman DNA add-on for RBF editor</title>
		<link>https://digitalproduction.com/2026/04/02/metahuman-dna-add-on-for-rbf-editor/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 02 Apr 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[backup]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[CharacterDNA]]></category>
		<category><![CDATA[DNA]]></category>
		<category><![CDATA[EpicGames]]></category>
		<category><![CDATA[MetaHuman]]></category>
		<category><![CDATA[PolyHammer]]></category>
		<category><![CDATA[RBF]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[RigLogic]]></category>
		<category><![CDATA[UnrealEngine]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=265124</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image-5.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A highly detailed 3D rendered face of a male figure showing an expressive facial expression. The image features the text 'MetaHumans come to Blender' prominently displayed, along with a button labeled 'Buy Now,' all set against a dark background." /></div><div><p>Character DNA 0.6.2 brings an RBF pose editor for MetaHuman body correctives plus automatic DNA backups, and it targets newer Unreal and Blender builds.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/02/metahuman-dna-add-on-for-rbf-editor/">MetaHuman DNA add-on for RBF editor</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.polyhammer.com/character-dna-addon">Character DNA Addon</a> plugs into <a href="https://www.blender.org/">Blender</a> for editing <a href="https://www.metahuman.com/">MetaHuman</a> DNA based rigs, then routes updates back into a <a href="https://www.unrealengine.com/">Unreal Engine</a> pipeline without leaving your DCC.</em></p>



<h3 id="the-headline-feature-body-correctives-now-editable" class="wp-block-heading">The headline feature: body correctives, now editable</h3>



<p class="wp-block-paragraph">Version 0.6.2 adds an RBF Editor for editing RBF poses on the MetaHuman body rig. MetaHuman body rigs use radial basis function solvers that let the rotation of one joint drive the position, rotation, or scale of another joint. A key use is driving corrective bones to prevent artifacts like volume loss at elbows and shoulders as a limb flexes or rotates. The new editor focuses on making those correctives visible and practical. It makes it possible to visualize RBF poses in a MetaHuman rig, then edit the corrective bones to modify how the rig behaves during animation. For artists, that means fewer blind tweaks and less guesswork when a shoulder collapses in a turn or an elbow caves in during a tight bend.</p>



<p class="wp-block-paragraph">The practical impact lands in the part of character work that usually feels like plumbing. You only notice it when it breaks. With an editor that targets body correctives directly, the toolchain moves one step closer to treating those fixes like first class animation data instead of hidden rig magic.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-265124-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://www.polyhammer.com/videos/webm/bake_animation.webm?_=1" /><a href="https://www.polyhammer.com/videos/webm/bake_animation.webm">https://www.polyhammer.com/videos/webm/bake_animation.webm</a></video></div>
</div></figure>



<h3 id="backup-manager-fearless-iteration-with-a-parachute" class="wp-block-heading">Backup Manager: fearless iteration with a parachute</h3>



<p class="wp-block-paragraph">The same release introduces a Backup Manager that automatically backs up DNA files whenever a user makes changes. The point is simple: experiment freely, then roll back to a previous state when needed.</p>



<p class="wp-block-paragraph">That matters because DNA edits can cascade. A small change can ripple through a face board solve, a body corrective, or a downstream export step. Automatic backups turn that risk into something you can manage, not something you avoid. When the tool saves copies as you work, iteration stops feeling like gambling with your last known good file.</p>



<p class="wp-block-paragraph">This is also the sort of feature that helps teams even when a single artist uses the add-on. If a file changes hands, a clear backup trail can keep pipeline debugging from turning into archeology.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://www.polyhammer.com/_next/image?url=%2Fimages%2Fpng%2FHome_Thumbnail_1488x1270.png&w=3840&q=75"  alt="https://www.polyhammer.com/_next/image?url=%2Fimages%2Fpng%2FHome_Thumbnail_1488x1270.png&w=3840&q=75" ></figure>



<h3 id="compatibility-targets-new-metahumans-new-blender" class="wp-block-heading">Compatibility targets: new MetaHumans, new Blender</h3>



<p class="wp-block-paragraph">The 0.6.2 release is listed as compatible with MetaHuman DNA files created in <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a> 5.6 and 5.7, and with <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>4.5 and 5.0. The same release notes list tests passing on MetaHuman Creator version 6.0.0, Blender 4.5 and 5.0 installed from blender.org, and Unreal 5.6 and 5.7.</p>



<p class="wp-block-paragraph">There is also a blunt compatibility warning. With Unreal 5.6 changes, MetaHumans v6, and the add-on still in beta, there is no backward support for earlier versions. If you need older versions, the guidance is to use an older add-on release.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
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<p class="wp-block-paragraph">That combination sets expectations. This release aims at current MetaHuman and Unreal workflows, not legacy support. If your show or game locks to older builds, you will want to evaluate version choices early, before a character pipeline hardens around an incompatible pairing.</p>



<h3 id="patch-fixes-less-time-fighting-the-rig" class="wp-block-heading">Patch fixes: less time fighting the rig</h3>



<p class="wp-block-paragraph">Alongside the two major additions, 0.6.2 includes a set of patch changes aimed at stability and workflow friction.</p>



<p class="wp-block-paragraph">Fixes include an invalid pose bone keyframe issue on face board import. There is also a fix for the body rig resetting after adjusting and undoing the head board rig. Another fix targets pushing down a face board action in the NLA editor breaking the rig and bones connection. The release also lists fixes for render crash issues, a migrate legacy data error, and an error exporting a manifest when running the Convert to DNA operator.</p>



<h3 id="installation-and-first-contact-inside-blender" class="wp-block-heading">Installation and first contact inside Blender</h3>



<p class="wp-block-paragraph">The quick start workflow uses a zip install. You drag and drop the downloaded zip file into an open window of Blender to install it. After installation, Blender shows a tab on the right side of the 3D Viewport bar called Meta-Human DNA. Panels appear grayed out with warning messages until there is an active RigLogic instance, at which point they become active.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-265124-3" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://www.polyhammer.com/videos/webm/send-to-metahuman-creator.webm?_=3" /><a href="https://www.polyhammer.com/videos/webm/send-to-metahuman-creator.webm">https://www.polyhammer.com/videos/webm/send-to-metahuman-creator.webm</a></video></div>
</div></figure>



<p class="wp-block-paragraph">For importing, the simplest path is dragging and dropping a DNA file into the Blender scene. If a maps folder exists alongside the DNA file, the importer links textures that follow the same naming conventions as the MetaHuman source assets.</p>



<h3 id="character-dna-files-and-what-they-represent" class="wp-block-heading">Character DNA files and what they represent</h3>



<p class="wp-block-paragraph">DNA files are a proprietary file format created by <a href="https://www.epicgames.com/">Epic Games</a>. DNA is integral to the MetaHuman identity, and DNA files encode details of the shape and rig for MetaHuman heads. The tool itself leans into DNA as the pivot point for workflow. This release adds an automatic backup system for DNA edits, and it frames body rig correctives through an editor that works on the MetaHuman body rig.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/i5Dwwy98d2Y?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">For production, the takeaway is that this is not a generic character add-on. It is a workflow that assumes DNA sits at the center, and it treats editing DNA driven rigs as the primary job.</p>



<h3 id="a-note-on-compilation-and-licensing-reality" class="wp-block-heading">A note on compilation and licensing reality</h3>



<p class="wp-block-paragraph">Because of the terms of the Unreal Engine EULA, the add-on has to be compiled from source, even though an automated build tool exists to help with the process.</p>



<p class="wp-block-paragraph">That is not just an installation footnote,  it has pipeline consequences. Build steps affect IT support, artist onboarding, and version management. They also affect how fast you can update mid-project. If you run a facility pipeline, you will likely want to treat the build as a managed dependency, not an artist side hobby. For individual artists, compilation can still be fine, but it is one more reason to test on a spare machine or a sandbox environment before you bring it into a mission critical workstation.</p>



<h3 id="pricing-and-licensing-clear-numbers-no-treasure-hunt" class="wp-block-heading">Pricing and licensing: clear numbers, no treasure hunt</h3>



<p class="wp-block-paragraph">An individual perpetual license costs $79. Team licenses start at $259 and enterprise for $699. The add-on is available in beta. That matters for expectations around change frequency and backwards compatibility. It also means you should treat upgrades like any other pipeline change: evaluate, validate, then roll out.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.polyhammer.com/">https://www.polyhammer.com/</a><br /><br /><a href="https://github.com/poly-hammer/meta-human-dna-addon/releases/tag/0.6.2">https://github.com/poly-hammer/meta-human-dna-addon/releases/tag/0.6.2</a><br /></p><p>The post <a href="https://digitalproduction.com/2026/04/02/metahuman-dna-add-on-for-rbf-editor/">MetaHuman DNA add-on for RBF editor</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
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		<title>Rigging for All: Epic Opens UE 5.6 Workshop</title>
		<link>https://digitalproduction.com/2025/12/08/rigging-for-all-epic-opens-ue-5-6-workshop/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 08 Dec 2025 09:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AgoraStudio]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[ControlRig]]></category>
		<category><![CDATA[EpicGames]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[Workshop]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=236949</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/1-21.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="Three animated robots in a futuristic setting. One robot fires a colorful beam weapon, while the others stand ready. The environment features high-tech elements, illuminated with glowing red and blue lights." /></div><div><p>Epic opens its once invite-only rigging workshop for all: five days of Control Rig deep-dive, free and production-focused.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/08/rigging-for-all-epic-opens-ue-5-6-workshop/">Rigging for All: Epic Opens UE 5.6 Workshop</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/1-21.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="Three animated robots in a futuristic setting. One robot fires a colorful beam weapon, while the others stand ready. The environment features high-tech elements, illuminated with glowing red and blue lights." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:72,&quot;href&quot;:&quot;https:\/\/www.fab.com\/listings\/7a019296-852d-47b8-86ed-ddcf2835a352&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251211113950\/https:\/\/www.fab.com\/listings\/7a019296-852d-47b8-86ed-ddcf2835a352&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 12:06:51&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2025-12-30 23:57:51&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-03 19:45:04&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-08 08:07:33&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-13 09:50:03&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-17 22:11:34&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-22 16:10:49&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-28 09:28:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-01 13:10:18&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-06 11:27:32&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-12 10:33:47&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-16 11:47:42&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-19 12:58:09&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-03 14:14:36&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-07 08:22:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-10 09:13:26&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-13 10:18:14&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-19 15:55:23&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-31 18:00:27&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-07 15:10:03&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-13 09:57:56&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-16 14:48:10&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-21 14:48:53&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-26 14:36:10&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-30 14:54:42&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-30 14:54:42&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:73,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/community\/learning\/talks-and-demos\/jZ74\/workshop-rigging-in-unreal-engine-5-6&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em><a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a> by Epic Games is a real-time 3D engine widely used across film, television, and game production pipelines. The Control Rig system lets artists create and animate rigs directly in-engine without external DCC dependencies. With the <a href="https://www.fab.com/listings/7a019296-852d-47b8-86ed-ddcf2835a352" title="">A-COM Animation Sample</a>, developed by <a>Agora Studio</a>, Epic demonstrates a full animation workflow entirely inside Unreal.</em></p>



<h3 id="free-for-all-rigging-in-ue-5-6" class="wp-block-heading">Free for All: Rigging in UE 5.6</h3>



<p class="wp-block-paragraph">Epic Games has released its “Rigging in Unreal Engine 5.6 Workshop” on the <a>Epic Developer Community</a>, opening up a previously invite-only, five-day training programme to all users for free. The workshop focuses on developing production-ready rigging skills using Unreal Engine’s Control Rig system. Originally designed for professional riggers and technical artists, the course now offers anyone the chance to follow Epic’s structured, studio-grade approach to animation rigging. Participants can access videos, slides, and assets directly through the community platform.</p>



<h3 id="hands-on-control-rig-training" class="wp-block-heading">Hands-On Control Rig Training</h3>



<p class="wp-block-paragraph">The workshop guides users through constructing a complete biped rig, starting with simple props and progressing to complex facial controls. It emphasises practical rigging workflows that can integrate directly into real-time production pipelines. According to Epic, the content covers foundational and advanced rigging topics: Unreal Engine basics, animation tool setup, skeletal editing, FK/IK and spline configuration, deformers, blend shapes (morph target animation), and Control Rig physics.The training also includes sections on procedural controls, dynamic systems, and Python-based tools, designed to encourage experimentation while remaining rooted in practical production scenarios.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/media.fab.com/image_previews/gallery_images/de37ec3f-02d6-4568-8264-f53c65c50a87/5daec596-471d-49b1-a14e-f4ad626db4dc.jpg?w=1200&quality=80&ssl=1"  alt="https://media.fab.com/image_previews/gallery_images/de37ec3f-02d6-4568-8264-f53c65c50a87/5daec596-471d-49b1-a14e-f4ad626db4dc.jpg" ></figure>



<h3 id="built-on-the-a-com-animation-sample" class="wp-block-heading">Built on the A-COM Animation Sample</h3>



<p class="wp-block-paragraph">The course uses the <a href="https://www.fab.com/listings/7a019296-852d-47b8-86ed-ddcf2835a352" title="">A-COM Animation Sample</a> project, created by Agora Studio, as its base. The sample demonstrates a full animation pipeline inside Unreal Engine 5.6, including rigging, keyframe animation, lighting, VFX, and rendering. The project’s robotic characters and production assets provide real-world context for learning rigging techniques. Both the A-COM Animation Sample and the workshop materials are downloadable from the <a href="https://dev.epicgames.com/community/learning/talks-and-demos/jZ74/workshop-rigging-in-unreal-engine-5-6" title="">Epic Developer Community</a> and <a href="https://www.fab.com/listings/7a019296-852d-47b8-86ed-ddcf2835a352" title="">Fab</a>.</p>



<h3 id="production-relevance" class="wp-block-heading">Production Relevance</h3>



<p class="wp-block-paragraph">Epic positions the workshop for mid to senior-level riggers who are migrating to Unreal Engine’s real-time Control Rig system from traditional DCC-based pipelines (such as Maya or Blender). The company emphasises immediate applicability of the techniques in professional environments, though users are encouraged to test and adapt workflows before deployment in actual productions.</p>



<p class="wp-block-paragraph">And, just saying: with the holidays coming up, there are worse ways to spend a few days :) </p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/12/08/rigging-for-all-epic-opens-ue-5-6-workshop/">Rigging for All: Epic Opens UE 5.6 Workshop</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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