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	<title>MetaHuman Creator - DIGITAL PRODUCTION</title>
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		<title>Project Violet links Houdini and MetaHuman</title>
		<link>https://digitalproduction.com/2026/05/05/project-violet-links-houdini-and-metahuman/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 05 May 2026 11:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Houdini 21]]></category>
		<category><![CDATA[Houdini rigging]]></category>
		<category><![CDATA[kineFX]]></category>
		<category><![CDATA[MetaHuman Creator]]></category>
		<category><![CDATA[Unreal]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=275326</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-51-3-violet-11-_-introduction-to-the-project.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A close-up of a young woman with striking, asymmetrical purple hair styled elegantly. She has a thoughtful expression, with slightly pursed lips, and a smooth complexion, showcasing a modern, edgy look against a seamless black background." /></div><div><p>SideFX drops Project Violet, a Houdini 21 tutorial series that mixes MetaHuman characters with Houdini rigging and simulation workflows.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/05/project-violet-links-houdini-and-metahuman/">Project Violet links Houdini and MetaHuman</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/2026/05/vcaaj9lqp18-00-00-51-3-violet-11-_-introduction-to-the-project.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A close-up of a young woman with striking, asymmetrical purple hair styled elegantly. She has a thoughtful expression, with slightly pursed lips, and a smooth complexion, showcasing a modern, edgy look against a seamless black background." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":14300,"href":"https:\/\/www.sidefx.com\/tutorials\/project-violet\/?mc_cid=5ee88fdc28","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":14301,"href":"https:\/\/www.sidefx.com\/tutorials\/project-violet\/?utm_source=chatgpt.com","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":14302,"href":"https:\/\/www.sidefx.com\/docs\/houdini\/character\/kinefx\/autorigbuilder.html?utm_source=chatgpt.com","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":14303,"href":"https:\/\/dev.epicgames.com\/documentation\/metahuman\/metahuman-for-houdini?utm_source=chatgpt.com","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"}]</script>
<h3 id="what-project-violet-is" class="wp-block-heading">What Project Violet is</h3>



<p class="wp-block-paragraph"><a href="https://www.sidefx.com/tutorials/project-violet/?mc_cid=5ee88fdc28">Project Violet</a> is a tutorial series made in Houdini 21, of the “Intermediate” Level, by Sam Taylor.  The series shows new character features and workflows in Houdini 21 while combining the production readiness of Epic’s <a href="https://digitalproduction.com/tag/metahuman/" title="MetaHuman">MetaHuman </a>system with Houdini rigging and simulation workflows to build an approachable full human workflow.</p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/vCaaj9lqp18?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>
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<p class="wp-block-paragraph">That matters because it narrows the promise. This is not a inspiration reel, but a character pipeline exercise, with the character coming from MetaHuman and the heavy lifting happening in Houdini. If your day job sits anywhere near character setup, deformation, or character-adjacent sims, Project Violet  wants to show you how to reuse, get a decent iteration speed, and getting a believable human through a procedural toolset without constantly falling back to manual rig babysitting.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=1200%2C675&quality=72&ssl=1"  alt="A striking thermal image of a person&#039;s face, displaying vivid colors of electric blue, bright red, and glowing yellow. The figure appears to be screaming, with pronounced details in expression and contour, set against a stark black background that enhances the vibrant, heat-sensitive colors."  class="wp-image-275348"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-53-3-violet-11-_-introduction-to-the-project.png?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<h3 id="the-pipeline-pitch-metahuman-base-houdini-control" class="wp-block-heading">The pipeline pitch: MetaHuman base, Houdini control</h3>



<p class="wp-block-paragraph">The main idea: take MetaHuman as the starting point and use Houdini for rigging and simulation versatility. It calls MetaHuman “production-ready” (we could discuss that, yet, the character is still in intensive care), and it presents that as the baseline you inherit rather than something you rebuild. Everything after that becomes a question of how far you can push Houdini’s character toolset once you stop spending weeks on initial asset authoring.</p>



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<span class="pSEJy71I8ir7Fmf2tNUna9VoSXQEMYTbgokwxKenGWqKQhdlj6ZcuhH2zyjIPWuFH4"><blockquote class="wp-embedded-content" data-secret="niyY1SumxW"><a href="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/">Houdini 21: Like good wine (Part1,  VFX & Geo)</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“Houdini 21: Like good wine (Part1,  VFX & Geo)” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/embed/#?secret=yjMx2UoYvq#?secret=niyY1SumxW" data-secret="niyY1SumxW" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<p class="wp-block-paragraph">A separate SideFX-side (hehehe) for Project Violet describes it as an evolution of an earlier character-centric project, and it wants to focus on greater realism and expanded capability of the character, to showcase Houdini rigging and animation capabilities updated for new features and efficiencies in <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini 21</a>, and demonstrate a character pipeline that emphasises proceduralism while using MetaHumans as a base for the workflow.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-18-3-violet-11-_-introduction-to-the-project.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-00-18-3-violet-11-_-introduction-to-the-project.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up of a 3D digital humanoid character, showcasing intricate facial details and expressions. The character has smooth skin, a shaved head, and a slight frown. In the background, a technical interface displays yellow markers over a facial mesh and various file names, hinting at animation or modeling work."  class="wp-image-275352" ></a></figure>



<p class="wp-block-paragraph">That language is still a pitch, but it dosn’t widen the scope. The project is about a workflow, not a single solver trick. It aims to demonstrate procedural character work in Houdini 21 with a MetaHuman starting point. </p>



<p class="wp-block-paragraph">One practical caveat: none of these claims your exact studio constraints, problems and idiosyncrasies of the colleagues get solved. Your skeleton naming rules, mesh structure, and export requirements still exist. Project Violet shows a route, not a universal treaty.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-01-13-3-violet-11-_-introduction-to-the-project.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-01-13-3-violet-11-_-introduction-to-the-project.png?resize=1200%2C675&quality=72&ssl=1"  alt="In a 3D modeling software environment, a wireframe model of a humanoid character is displayed, arms outstretched, with a light blue gradient background. On the right, various character customization tools and options are visible, enhancing the character&#039;s design process."  class="wp-image-275349" ></a></figure>



<h3 id="houdini-character-tooling-under-the-hood-apex-autorig-builder" class="wp-block-heading">Houdini character tooling under the hood: APEX Autorig Builder</h3>



<p class="wp-block-paragraph">If Project Violet is the show, the APEX Autorig Builder is one of the stagehands. The APEX Autorig Builder SOP is a tool to interactively apply and configure pre-built and custom rig components through the viewport, which aims to make character setup more intuitive and lets you quickly build a complete rig.</p>



<p class="wp-block-paragraph">SideFX draws a line between the APEX Autorig Builder SOP and the APEX Autorig Component SOP. The Builder can add multiple rig components, supports interactive viewport rigging, and allows modifying a limited set of component parameters in the viewport. The Component SOP adds one rig component at a time, can be used to create custom components, and exposes the full set of parameters in the parameter editor.</p>



<p class="wp-block-paragraph">Back to Project Violet, because it glues the workflow in Houdini’s modular rig component approach rather than a one-off rig graph built for a single hero asset. Even if you do not adopt the exact tutorial approach, those constraints and mechanics tell you what Houdini 21 expects when you try to scale character setup.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-01-22-3-violet-11-_-introduction-to-the-project.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-01-22-3-violet-11-_-introduction-to-the-project.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital humanoid figure with striking purple hair and light skin shows surprise, mouth open wide in astonishment. An inset image displays a real person with a similar expression, showcasing her excitement in a sports setting with wooden floors and a gym backdrop."  class="wp-image-275350" ></a></figure>



<h3 id="unreal-and-metahuman-side-of-the-bridge" class="wp-block-heading">Unreal and MetaHuman side of the bridge</h3>



<p class="wp-block-paragraph">Project Violet ties into <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal</a>. Epic’s MetaHuman are tools to assemble a MetaHuman character or create MetaHuman-compatible grooms in SideFX Houdini.</p>



<p class="wp-block-paragraph">That tells you two things. First, the pipeline is not only about ex/im-porting Alembic and hoping for the best. It involves a toolset that lives in the Unreal ecosystem but targets Houdini as the working environment for certain tasks. Second, the workflow depends on version compatibility and installation details that can change across engine builds, pipeline images, and studio IT lockdowns.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-01-27-3-violet-11-_-introduction-to-the-project.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vcaaj9lqp18-00-01-27-3-violet-11-_-introduction-to-the-project.png?resize=1200%2C675&quality=72&ssl=1"  alt="A stylized humanoid figure with a bald head and an open mouth, expressing shock. The face features a blend of realistic skin tones with sections colored in a vibrant red, highlighting areas from the neck to the face, set against a solid black background."  class="wp-image-275351" ></a></figure>



<p class="wp-block-paragraph">This is where the series may appeal to teams that want to get to motion and deformation problems quickly, or to studios that already standardised on MetaHuman for certain classes of characters and now want deeper procedural control on top.</p>



<p class="wp-block-paragraph">Either way, run a controlled wokrflow test before you bet a show schedule on it.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.sidefx.com/tutorials/project-violet/?utm_source=chatgpt.com">https://www.sidefx.com/tutorials/project-violet/</a><br /><br /><a href="https://www.sidefx.com/docs/houdini/character/kinefx/autorigbuilder.html?utm_source=chatgpt.com">https://www.sidefx.com/docs/houdini/character/kinefx/autorigbuilder.html</a><br /><br /><a href="https://dev.epicgames.com/documentation/metahuman/metahuman-for-houdini?utm_source=chatgpt.com">https://dev.epicgames.com/documentation/metahuman/metahuman-for-houdini</a></p><p>The post <a href="https://digitalproduction.com/2026/05/05/project-violet-links-houdini-and-metahuman/">Project Violet links Houdini and MetaHuman</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A close-up of a young woman with striking, asymmetrical purple hair styled elegantly. She has a thoughtful expression, with slightly pursed lips, and a smooth complexion, showcasing a modern, edgy look against a seamless black background.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">275326</post-id>	</item>
		<item>
		<title>Unreal 5.7 Preview: PCG Grows Up, Foliage Gets Fancy</title>
		<link>https://digitalproduction.com/2025/10/17/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 17 Oct 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[MetaHuman Creator]]></category>
		<category><![CDATA[Nanite foliage]]></category>
		<category><![CDATA[pcg]]></category>
		<category><![CDATA[Procedural Vegetation]]></category>
		<category><![CDATA[realtime rendering]]></category>
		<category><![CDATA[Substrate materials]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=214248</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/unreal-engine-5-7-preview-16-9.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="The image features a stylized representation of the number 5.7 in a vibrant purple design, overlaying a dark background. Below the number, the text "UNREAL ENGINE" is displayed prominently, with the word "Preview" positioned underneath it in white." /></div><div><p>Unreal Engine 5.7 Preview is out. PCG hits production-ready, foliage goes Nanite, and MetaHumans get smarter, all free via Epic’s launcher.</p>
<p>The post <a href="https://digitalproduction.com/2025/10/17/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy/">Unreal 5.7 Preview: PCG Grows Up, Foliage Gets Fancy</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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<h3 id="pcg-hits-production-readiness" class="wp-block-heading">PCG Hits Production Readiness</h3>



<p class="wp-block-paragraph">Unreal Engine 5.7 Preview is now available <a href="https://www.unrealengine.com/en-US/download" title="">free via the Epic Games Launcher, GitHub, and Linux.</a><br />The headline feature: the <strong>Procedural Content Generation Framework (PCG)</strong> is now officially marked <em>Production-Ready</em>. Epic reports that GPU and game-thread optimizations have pushed PCG to nearly <strong>twice the performance</strong> vs UE 5.5. Parameter overrides for GPU nodes allow dynamic tuning; scaling and improvements make the GPU Compute path (including FastGeo use) more viable across platforms.<br />A new PCG editor mode adds spline drawing, paint, and volume tools. PCG Graphs may now run as standalone flows. Epic emphasises, however, that PCG is still under active development (i.e. not final in every respect).</p>



<h3 id="procedural-vegetation-grow-inside-the-editor" class="wp-block-heading">Procedural Vegetation: Grow Inside the Editor</h3>



<p class="wp-block-paragraph">An <strong>Experimental Procedural Vegetation Editor</strong> plugin arrives, built on PCG nodes. It lets users grow, sculpt, and vary Nanite-ready foliage in real time inside Unreal, without hopping to external tools. You can adjust tree structure under gravity, scale branches/leaves, swap models, and export as static or skeletal meshes.<br />Epic plans new <em>Quixel Megaplants</em> assets timed to the full 5.7 launch to support this workflow.</p>



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<h3 id="nanite-foliage-dense-animated-and-experimental" class="wp-block-heading">Nanite Foliage: Dense, Animated, and Experimental</h3>



<p class="wp-block-paragraph"><strong>Nanite Foliage</strong> is shipping as <em>Experimental</em>. It’s composed of three linked systems: Nanite Assemblies (for variation/instancing), Nanite Skinning (for animation like wind), and Nanite Voxel (for preserving detail at all distances).</p>



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<p class="wp-block-paragraph">Epic claims these allow rendering and animating dense foliage at 60 fps on current gen hardware, while managing memory, variation cost, and visual fidelity.</p>



<h3 id="lighting-revamp-via-megalights" class="wp-block-heading">Lighting Revamp via MegaLights</h3>



<p class="wp-block-paragraph"><strong>MegaLights</strong> advances to <em>Beta</em>. It now supports directional lights, Niagara particle lighting, translucency lighting, and hair grooms.<br />New controls let devs tune resolution scale and update rates. Noise reduction is improved to reduce visual artifacts while keeping performance manageable.</p>



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<h3 id="substrate-materials-graduate-to-production" class="wp-block-heading">Substrate Materials Graduate to Production</h3>



<p class="wp-block-paragraph"><strong>Substrate</strong> materials exit beta and enter full production-readiness. This modular system replaces legacy fixed shading models with layered, flexible materials.<br />Unreal now supports both <strong>Adaptive GBuffer</strong> (for complex, per-pixel topology and layered closures) and <strong>Blendable GBuffer</strong> (for broader platform coverage). Developers can combine layers like metal, cloth, clear coat, and skin with physically accurate blending under the same framework.</p>



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<h3 id="animation-rigging-enhancements" class="wp-block-heading">Animation & Rigging Enhancements</h3>



<p class="wp-block-paragraph">UE 5.7 continues and extends 5.6’s trajectory. New <strong>Selection Sets</strong> allow animators to define groups of controls easily and share them across teams—reducing dependence on bespoke GUI Pickers.<br />The Animation Mode UI has been refactored: tools may be minimized to free up viewport space. The <em>Constraint UX</em> window merges Space, Constraints, and Snapper tools under one symbol for unified access.</p>



<p class="wp-block-paragraph">On the rigging side (Experimental), Unreal adds sculpting and blend shape editing in-engine. You can create or adjust morph targets, bones, and skin weights without leaving Unreal. Physics World Collisions strengthen real-world interactions, and a new Dependency View visualises how rig data flows, aiding debugging and optimization.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/pb-production-portal-card-covers.s3.amazonaws.com/64209/n5gbze8n0jd0c6snkeb2evgu8k6o/sculptRoadMapImage.png?w=1200&ssl=1"  alt="https://pb-production-portal-card-covers.s3.amazonaws.com/64209/n5gbze8n0jd0c6snkeb2evgu8k6o/sculptRoadMapImage.png?response-content-disposition=inline%3B%20filename%3D%22sculptRoadMapImage.png%22%3B%20filename%2A%3DUTF-8%27%27sculptRoadMapImage.png&response-content-type=image%2Fpng&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=ASIAZRTHQ3DWFHUG6I53%2F20251016%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20251016T164932Z&X-Amz-Expires=300&X-Amz-Security-Token=IQoJb3JpZ2luX2VjEOj%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIBIimn0p%2FzDK5h80Fhquc%2BPb%2FmKfI%2FyZW1KK3gdNQiewAiEA9PyLQbgJB6zlI5MDdFkVadnvYvVOL9Daz2ecXlT9IsIqpwUIkP%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAEGgw2NTYyNzMzNjUyMjgiDO%2FmA37nX1ZDGvtM%2Byr7BCQ76rXepJxhHlw4esffkd8628wRfIKOP8aGm8sXb75mO7c14g0d%2BFTeYpqmw5F3RQeSUSmWQaxXZZ9i0wCfxULW0pj3AJliviKNurztCyfUb6UiVpe8VLRAOeSprXq7zcdjo20SMgo7%2BUNUhPACmH4NNm8OxrYqZsSQQuHE%2BsOC33NaGAPiq%2FFL7xWYo3wt7H8wOJzvDL1qSBSkbuk8Rhfd7xqZJ0SPAVPcCHrUS7S9VVvoRyUZxjzM3wkeOBSZZrb0A8SCk3yBCTC40BsEo9Q22HHHiWjI0Tn82mvnkBVK2e%2FonexzaIBawGjkk%2FbXEmItsdrjVIJBt6jsvSSoxI%2FEGeLOrENuRgMZF%2Fl%2BEgcPMfQ8CNK%2B6mtxVbXth8se17kpzk8ZWIToId1R3tq1PHd1t4vEBAqNHtojouOmordacy7o3TNnZf%2BQIrGLgoEK4A5OCZ4vJiO0n5BV44r24gijvGVfEsHFZUhmaM7%2FUtxBa%2BlpfBmi1CJi%2Bj4IRnFrwTXZCZXgR8hZAlsWpYXPTsrtpjql3QCyHLuC%2BVg6ea5sekmNRVi1mTFQgH%2BIO7ezYc2I3ImJ5MXyEpRQJNV3oZBmRqQc%2B1RtheA361KcPBS9oaUwPS7z3aXVTrZ8HY4OfOgQRJo0UQOqalrgzAH5nxlRenh76857KOMIDe2I9h7PrGb1n7GsSbNOicAZ4xZHhoYQGYAdcTrwH9s%2BvvYNAUSswZ9Wd0BZsxy0RsE%2FMu2%2Bnpw7Z3LmIbfhQy8Dd1KAK4EQTGXzccS2HAAK9hUtcuErgnEqtLmtVE8RWfTa2po%2F54Nnn8vY2D9HyFM9ev%2FJet8rMHmNRsxv9BBOMLqaxMcGOpMBoU8PN92vKNlJbBr0W3qi8GKn%2B14qHmXckt2clomro61CFb9YZ7lPqbfA69Kg4wByaZ1mtSzFaLMgriNNLkB9d0%2BlexDPaxssqHxvkxyExqj9wBJ77MaksxCcjEeJviKRsiaX9B7k4UdswP%2Fo%2BcdvfNi3WZKrdX%2Ftmt%2FWwcfTGFv15Z%2F4vbtzLHKT2lFyACDwCDrq&X-Amz-SignedHeaders=host&X-Amz-Signature=a0587790cc3020d6cb82c8500f07e2e15d11825ccc024511d58c9d9f3652cac9" ></figure>



<h3 id="epic-developer-assistant-ui-but-not-yet-active" class="wp-block-heading">Epic Developer Assistant: UI, But Not Yet Active</h3>



<p class="wp-block-paragraph">The UI for the forthcoming <strong>Epic Developer Assistant</strong> is included in the preview, but functionality will only activate with the full 5.7 release. The planned assistant aims to deliver context-aware help, code generation (C++) and guidance within the editor.<br />While it’s not fully in the preview, the tool is operational on the Epic Developer Community for Unreal Engine 5.6 users.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/e/d2e1b5f5dcf1b7fc8e70599ec7a7185cb1d09cb1.jpeg?w=1200&quality=80&ssl=1"  alt="https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/e/d2e1b5f5dcf1b7fc8e70599ec7a7185cb1d09cb1.jpeg" ></figure>



<h3 id="metahuman-5-7-cross-os-smarter-fancier-hair" class="wp-block-heading">MetaHuman 5.7: Cross-OS, Smarter, Fancier Hair</h3>



<p class="wp-block-paragraph">In 5.7 Preview, MetaHuman gains important upgrades. The <strong>MetaHuman Creator plugin</strong> now supports <strong>Linux and macOS</strong>, and almost all editing/assembly operations are exposed via Python and Blueprint APIs.<br />Body conforming becomes pose-agnostic, using UV-space vertex correspondence for consistent rig deformation. Improvements include better calibration for stereo-camera capture data and more expressive hair control (joint-based deformation, paint-based guide control). Additional mood overrides enhance audio-driven animations.<br />Epic cautions that some issues remain in Preview — crashes on reassembly, texture blackouts with Substrate, blending errors in body presets, and limitations in UEFN export support. Developers are encouraged to test in separate project copies.</p>



<h3 id="when-will-full-5-7-arrive" class="wp-block-heading">When Will Full 5.7 Arrive?</h3>



<p class="wp-block-paragraph">Epic maintains a <strong>public Unreal Engine roadmap</strong> via ProductBoard. <a href="https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/?utm_source=chatgpt.com" target="_blank" rel="noreferrer noopener">portal.productboard.com</a> The roadmap includes a “Forward-Looking” section marked for UE 5.7 However, Epic has not publicly committed to a firm release date for 5.7 (or its full stability). The roadmap items transition to concrete features only as the version approaches launch. Until Epic issues a formal release schedule, we only know that 5.7 remains in active development.</p>



<h3 id="early-access-means-early-risk" class="wp-block-heading">Early Access Means Early Risk</h3>



<p class="wp-block-paragraph">Epic reminds users that <strong>Preview builds are not fully quality-tested</strong> and remain unstable. Projects should be duplicated before testing. Avoid converting production assets or codebases until the final release.</p>



<p class="wp-block-paragraph"><strong>Availability:</strong> Unreal Engine 5.7 Preview is free. Download via the Epic Games Launcher, GitHub, or build for Linux.</p>



<p class="wp-block-paragraph"><strong>Reminder:</strong> Always validate preview features in controlled tests before integrating into production pipelines.</p>



<p class="wp-block-paragraph"><a href="https://forums.unrealengine.com/t/unreal-engine-5-7-preview/2658958">Unreal Engine Forums – Unreal Engine 5.7 Preview</a><br /><a href="https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/?utm_source=chatgpt.com">Unreal Engine Public Roadmap</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/10/17/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy/">Unreal 5.7 Preview: PCG Grows Up, Foliage Gets Fancy</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[The image features a stylized representation of the number 5.7 in a vibrant purple design, overlaying a dark background. Below the number, the text "UNREAL ENGINE" is displayed prominently, with the word "Preview" positioned underneath it in white.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">214248</post-id>	</item>
		<item>
		<title>MetaHumans Graduate: Ready for Unity, Godot, and the Fab Cash Register</title>
		<link>https://digitalproduction.com/2025/06/05/metahumans-graduate-ready-for-unity-godot-and-the-fab-cash-register/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 05 Jun 2025 16:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[body parameter system]]></category>
		<category><![CDATA[Color Grading]]></category>
		<category><![CDATA[Fab marketplace]]></category>
		<category><![CDATA[MetaHuman Creator]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[real-time animation]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=185862</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/cmb9ls1x60on207o35pmrdbts.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="#image_title" alt="A close-up of a female digital character model being edited in a 3D graphics software. The character has braids on one side of her head and a smooth, realistic skin texture. The interface shows various editing tools and options on the left side." /></div><div><p>MetaHuman is out of early access, baked into UE 5.6, licensable for Unity &#038; Godot, and finally up for sale on Fab?</p>
<p>The post <a href="https://digitalproduction.com/2025/06/05/metahumans-graduate-ready-for-unity-godot-and-the-fab-cash-register/">MetaHumans Graduate: Ready for Unity, Godot, and the Fab Cash Register</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">After four years in the waiting room, Epic’s MetaHuman framework has dropped the “early access” tag and now ships directly inside Unreal Engine 5.6. Creator, Animator and Mesh to MetaHuman sit side by side in the engine, share one asset library, and even expose C++ source for studios that enjoy tinkering under the hood. Cloud services still shoulder autorigging and texture synthesis, so a decent broadband line remains your silent teammate.</p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/VGxrkqRbd4k?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>



<h3 id="licensing-freeish-love-but-read-the-small-print" class="wp-block-heading">Licensing – Free(ish) Love, But Read the Small Print</h3>



<p class="wp-block-paragraph">The toolkit now obeys the standard Unreal Engine EULA: under-$1 million outfits keep every cent, bigger studios need an $1,850 per-seat annual licence, and no 5 % revenue cut applies when you export characters to other engines. You may animate characters with AI, but feeding MetaHumans back into training data is off-limits – the digital doubles like their privacy.</p>



<h3 id="unity-and-godot-get-a-piece-of-the-pie" class="wp-block-heading">Unity and Godot Get a Piece of the Pie</h3>



<p class="wp-block-paragraph">Thanks to the new licence, finished characters count as “non-engine products”, so they slip into Unity or Godot builds without Epic’s tollbooth ever noticing. For teams juggling multiple engines, that ends the engine-lock headache.</p>



<h3 id="bodies-by-numbers-from-ankles-to-ape-index" class="wp-block-heading">Bodies by Numbers – From Ankles to Ape-Index</h3>



<p class="wp-block-paragraph">Face sliders were yesterday’s party trick. A fresh parametric body system now unlocks height, chest, waist and leg length controls, driven by real-world scan data. Tailoring keeps pace: the new Outfit Asset fuses garments and accessories into one file and auto-resizes them to whichever superhero physique you dial in. Mesh-based clothes built in external DCCs slot straight in, turning wardrobe malfunctions into ancient history.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/cdn.80.lv/api/upload/content/a8/684011097b5dd.gif?w=1200&ssl=1"  alt="https://cdn.80.lv/api/upload/content/a8/684011097b5dd.gif" ></figure>



<h3 id="animator-swaps-helmet-cams-for-webcams-and-even-hears-you" class="wp-block-heading">Animator Swaps Helmet-Cams for Webcams – And Even Hears You</h3>



<p class="wp-block-paragraph">MetaHuman Animator no longer insists on stereo HMC footage or iPhones. A humble webcam or Android handset plugged through LiveLink delivers real-time facial capture, while an audio-only option lipsyncs from a WAV and guesses emotional nuance in one pass. Manual keyframes stay available when the algorithm puts a grin on a funeral speech.</p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<span class="ObLYXwZoQi0cjt9ATp6CHksE8JNgRuqvn2dy"><div class="embed-twitter"><blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">Live from space… Blu is Cory? Cory is Blu? MetaHuman Animator makes it all possible…in real time! But whatever you do – don’t let Blu do his standup.<br><br>Want to know what else is out of this world? MetaHumans are being added to the Unreal Engine License. You can use MetaHumans… <a href="https://t.co/T7Rc0UB4nl">pic.twitter.com/T7Rc0UB4nl</a></p>— Unreal Engine (@UnrealEngine) <a href="https://twitter.com/UnrealEngine/status/1929902783831978462?ref_src=twsrc%5Etfw">June 3, 2025</a></blockquote><script type="wphb-delay-type" async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></div></span>
</div></figure>



<h3 id="maya-houdini-plug-ins-grooming-without-the-grass-fire" class="wp-block-heading">Maya & Houdini Plug-Ins – Grooming Without the Grass-Fire</h3>



<p class="wp-block-paragraph">The free MetaHuman for Maya and MetaHuman for Houdini plug-ins expose meshes to native sculpt tools, let artists grow <a href="https://help.autodesk.com/view/MAYAUL/2026/ENU/?guid=GUID-C0470142-600B-4615-8110-EC779934DF5F" title="">XGen</a> or Houdini grooms, and export them as Alembic – sample starter kits included for quick follicle testing. Compatibility: Maya 2022-2025 and Houdini 20.5 with SideFX Labs.</p>



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



<h3 id="retail-therapy-fab-marketplace-opens-its-doors" class="wp-block-heading">Retail Therapy – Fab Marketplace Opens Its Doors</h3>



<p class="wp-block-paragraph">Characters, clothing and animations now qualify as saleable goods on Fab – Epic’s merged asset store – letting creators monetise every eyebrow and bootlace. Revenue share remains an asset-friendly 88 %, and the licence explicitly allows commercial <a href="https://cms-assets.unrealengine.com/cm6ts095h04fm07oh6wxhfjst/cmbeyp0jvbhav07ohozyb11my" title="">resale</a>.</p>



<h3 id="system-specs-and-reality-checks" class="wp-block-heading">System Specs and Reality Checks</h3>



<p class="wp-block-paragraph">The Unreal Editor runs on Windows 10+, macOS 14 and Rocky Linux 8, while Animator’s mono-camera route values frame-rate over exotic hardware. Before dropping MetaHumans into a live show, production artists should test local-cloud latency, verify seat-licence thresholds, and confirm Unity or Godot export paths in their current pipeline – stability beats novelty every day.</p>



<h3 id="final-frame-digital-extras-with-a-side-hustle" class="wp-block-heading">Final Frame – Digital Extras With a Side Hustle</h3>



<p class="wp-block-paragraph">MetaHuman’s graduation delivers one-stop character authoring, cross-engine freedom, and a built-in revenue plan. Tools remain free for indies, licensable for the big dogs, and cautious for AI. Whether you plan to dress a sci-fi epic or sell space-pirate beards on Fab, remember: verify latency, check version compatibility, and only trust new tech after a blunt in-house shakedown. Your digital actors – and your schedule – will thank you.</p>



<p class="wp-block-paragraph"><a href="https://www.metahuman.com/en-US/news/metahuman-leaves-early-access-with-a-feature-packed-new-release" title="">Get Meta Human here</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/06/05/metahumans-graduate-ready-for-unity-godot-and-the-fab-cash-register/">MetaHumans Graduate: Ready for Unity, Godot, and the Fab Cash Register</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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<post-id xmlns="com-wordpress:feed-additions:1">185862</post-id>	</item>
		<item>
		<title>Unreal Engine 5.6, Fully released.  Still 60 FPS, still Smarter MetaHumans, and still possibly Fewer CPU Tantrums</title>
		<link>https://digitalproduction.com/2025/06/03/unreal-engine-5-6-60-fps-smarter-metahumans-and-fewer-cpu-tantrums/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 03 Jun 2025 19:13:27 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[60 FPS optimization]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Color Grading]]></category>
		<category><![CDATA[Control Rig Physics]]></category>
		<category><![CDATA[Editing]]></category>
		<category><![CDATA[finishing]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[mastering]]></category>
		<category><![CDATA[MetaHuman Creator]]></category>
		<category><![CDATA[Procedural Content Generation]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[Sequencer]]></category>
		<category><![CDATA[shading]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=185660</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/5-Unreal-Engine-56-Feature-Highlights-YouTube-0-0-35.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="#image_title" alt="A digital scene featuring a large purple octopus interacting with vintage cars on a city street illuminated by neon signs. The foreground includes a computer interface displaying editing tools and graphs." /></div><div><p>Unreal Engine 5.6 brings integrated MetaHuman Creator, Control Rig Physics, 60 FPS optimization, and enhanced Sequencer tools for streamlined game development.</p>
<p>The post <a href="https://digitalproduction.com/2025/06/03/unreal-engine-5-6-60-fps-smarter-metahumans-and-fewer-cpu-tantrums/">Unreal Engine 5.6, Fully released.  Still 60 FPS, still Smarter MetaHumans, and still possibly Fewer CPU Tantrums</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"></p>



<h4 id="already-covered-virtual-production-60-hz-open-worlds-wile-e-coyote" class="wp-block-heading">Already Covered: Virtual Production, 60 Hz Open Worlds & Wile E. Coyote</h4>



<p class="wp-block-paragraph">Before diving in: if you’re looking for details on <a href="https://digitalproduction.com/2025/01/24/unreal-engine-5-6-enhanced-tools-for-virtual-production/">enhanced virtual production tools</a>, the new <a href="https://digitalproduction.com/2025/05/14/unreal-engine-5-6-preview-now-with-60hz-open-worlds-and-in-engine-metahumans/">60 Hz simulation capabilities</a>, or how Wile E. Coyote now animates sans anvils in UE5.6, check our previous coverage. This article focuses on everything <strong>not already dissected there</strong>.</p>



<h4 id="performance-enhancements" class="wp-block-heading">Performance Enhancements</h4>



<p class="wp-block-paragraph"><a href="https://www.unrealengine.com/en-US/blog/unreal-engine-5-6-has-been-released">Unreal Engine 5.6</a> introduces optimizations aimed at achieving stable 60 frames per second across modern platforms. Hardware Ray Tracing (HWRT) has been beefed up for faster Lumen Global Illumination and Reflection performance. CPU bottlenecks have been reduced, especially in scenes with high complexity. An experimental Fast Geometry Streaming Plugin handles large static geometry more efficiently. New device profiles help developers target performance baselines more easily.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/5-Unreal-Engine-56-Feature-Highlights-YouTube-0-0-44.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt="A digital model of a horse in motion, highlighted by yellow and blue outlines indicating a physics setup. The horse is shown in a 3D environment against a gray background, with a text overlay that says &#039;Apply procedural physics.&#039;"  class="wp-image-185666" ><figcaption class="wp-element-caption">#image_title</figcaption></figure>



<h4 id="animation-and-rigging-improvements" class="wp-block-heading">Animation and Rigging Improvements</h4>



<p class="wp-block-paragraph">Control freaks rejoice: the in-editor animation toolset gets a polish. Motion Trails now offer arc editing, offset pinning, and custom visualization styles like Dashed, Heat/Speed, and Time-based overlays. The upgraded Tween Tools now support hotkeys for indirect control, Overshoot mode, and Time Offset sliders, turning keyframe fiddling into less of a mouse marathon. Control Rig Physics (experimental) introduces procedural physics into character rigs—turning bounce and sway from post-process cheat into actual rig behavior.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/5-Unreal-Engine-56-Feature-Highlights-YouTube-0-1-11.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt="A computer screen displaying a 3D render of a ring on the left side and a node graph interface on the right, with various options for adjusting visual properties. The text &#039;Preview in real time&#039; is overlaid at the top."  class="wp-image-185668" ><figcaption class="wp-element-caption">#image_title</figcaption></figure>



<h4 id="metahuman-creator-integration" class="wp-block-heading">MetaHuman Creator Integration</h4>



<p class="wp-block-paragraph">The <a href="https://www.unrealengine.com/en-US/metahuman">MetaHuman Creator</a> is now integrated directly into Unreal Engine. Users can sculpt highly varied body shapes and assign complete outfits via the new Outfit asset type, which autoscales to fit any form. MetaHuman Animator now works with most webcams, smartphones, and even audio as input for real-time performance capture.</p>



<h4 id="sequencer-and-ui-enhancements" class="wp-block-heading">Sequencer and UI Enhancements</h4>



<p class="wp-block-paragraph">The Sequencer gets a usability upgrade, starting with a new Navigation Tool that untangles hierarchical chaos. Real-time Audio Scrubbing brings syncing dialogue and action closer to real-time accuracy. Meanwhile, the Viewport Toolbar gets new Quick Access Controls and Section Menus. The redesigned Content Browser makes finding and organizing assets marginally less painful. A Beta version of the Project Launcher UI rounds it out, with launch profile creation and management now less like an obscure mini-game.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/5-Unreal-Engine-56-Feature-Highlights-YouTube-0-1-01.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt="A yellow vintage SUV parked on a city street with a blue car further along. In the foreground, a user interface shows various asset thumbnails for management purposes. The scene is set in a bustling urban environment."  class="wp-image-185667" ><figcaption class="wp-element-caption">#image_title</figcaption></figure>



<h4 id="pcg-and-mocap-manager" class="wp-block-heading">PCG and Mocap Manager</h4>



<p class="wp-block-paragraph">Procedural Content Generation (PCG) tools now support inline constants in the Node Graph, enabling direct manipulation of values without detours. Multithreading support and GPU optimizations speed up execution. The PCG Biome Core v2 plugin accelerates biome creation workflows. For motion capture aficionados, the new Mocap Manager provides a fully integrated solution for recording, visualizing, and managing performance capture in-editor. Also new: Quick Render, which allows for one-click still or sequence rendering from the current viewport or camera.</p>



<p class="wp-block-paragraph"><strong>Heads-up:</strong> Some features, especially those marked as experimental like Control Rig Physics and parts of the PCG workflow, should be carefully evaluated before integration into production pipelines. Stability isn’t implied – just hinted at with optimism. For full release notes and Epic’s official write-up, head to <a href="https://www.unrealengine.com/en-US/blog/unreal-engine-5-6-has-been-released">Unreal Engine 5.6 Release Notes</a>.</p><p>The post <a href="https://digitalproduction.com/2025/06/03/unreal-engine-5-6-60-fps-smarter-metahumans-and-fewer-cpu-tantrums/">Unreal Engine 5.6, Fully released.  Still 60 FPS, still Smarter MetaHumans, and still possibly Fewer CPU Tantrums</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title>#image_title</media:title>
	<media:description type="html"><![CDATA[A digital scene featuring a large purple octopus interacting with vintage cars on a city street illuminated by neon signs. The foreground includes a computer interface displaying editing tools and graphs.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">185660</post-id>	</item>
		<item>
		<title>Wile E. Coyote Animates in UE5.6 &#8211; No Anvils Required</title>
		<link>https://digitalproduction.com/2025/05/21/wile-e-coyote-animates-in-ue5-6-no-anvils-required/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 21 May 2025 16:17:01 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[animation tools]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[MetaHuman Creator]]></category>
		<category><![CDATA[Proj Production]]></category>
		<category><![CDATA[Stéphane Biava]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=183620</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/7-Warum-du-komplett-in-Unreal-Engine-5.6-animieren-solltest-YouTube-0-6-53.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="Animated character on a rocket in a software interface" /></div><div><p>Stéphane Biava demonstrates Unreal Engine 5.6's new animation features, making in-engine animation a viable alternative to Blender or Maya.</p>
<p>The post <a href="https://digitalproduction.com/2025/05/21/wile-e-coyote-animates-in-ue5-6-no-anvils-required/">Wile E. Coyote Animates in UE5.6 – No Anvils Required</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">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/2025/05/7-Warum-du-komplett-in-Unreal-Engine-5.6-animieren-solltest-YouTube-0-6-53.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="Animated character on a rocket in a software interface" /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":1624,"href":"https:\/\/www.youtube.com\/@ProjProd","archived_href":"http:\/\/web-wp.archive.org\/web\/20250531234836\/https:\/\/www.youtube.com\/@ProjProd","redirect_href":"","checks":[{"date":"2025-12-27 20:20:37","http_code":200},{"date":"2026-03-09 21:07:30","http_code":200},{"date":"2026-04-02 02:10:32","http_code":200},{"date":"2026-04-13 01:17:14","http_code":200},{"date":"2026-04-21 05:25:48","http_code":200},{"date":"2026-05-06 12:38:04","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-06 12:38:04","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph">The preview release of <a href="https://digitalproduction.com/tag/unreal-engine-5-6/" title="Unreal Engine 5.6">Unreal Engine</a> 5.6 introduces significant updates to its animation toolset and MetaHuman Creator.<a href="https://www.youtube.com/@ProjProd" title=""> Stéphane Biava, founder of Proj Production</a> and an Unreal Authorized Instructor at Epic Games, showcased these features in a recent video, using Wile E. Coyote as his test subject. Biava argues that animating directly within Unreal Engine is now a practical alternative to traditional software like Blender or Maya.</p>



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<h4 id="from-blender-to-unreal-a-shift-in-workflow" class="wp-block-heading">From Blender to Unreal: A Shift in Workflow</h4>



<p class="wp-block-paragraph">Biava’s demonstration highlights the enhanced capabilities of Unreal Engine 5.6, suggesting that the engine’s animation tools have matured to a point where they can handle complex tasks traditionally reserved for dedicated animation software. This development could streamline workflows for animators and VFX artists, reducing the need to switch between multiple programs.</p>



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<h4 id="educational-resources-for-aspiring-animators" class="wp-block-heading">Educational Resources for Aspiring Animators</h4>



<p class="wp-block-paragraph">Beyond his demonstration, Biava offers a range of educational content for those interested in mastering Unreal Engine’s animation tools. His tutorials, including guides on character rigging and grooming in Unreal Engine 5, are available as paid courses and free videos on his YouTube channel. </p>



<h4 id="conclusion" class="wp-block-heading">Conclusion</h4>



<p class="wp-block-paragraph">While Unreal Engine 5.6’s new animation features show promise, it’s advisable for professionals to thoroughly test these tools before integrating them into production pipelines. As with any new technology, ensuring stability and compatibility with existing workflows is crucial.</p><p>The post <a href="https://digitalproduction.com/2025/05/21/wile-e-coyote-animates-in-ue5-6-no-anvils-required/">Wile E. Coyote Animates in UE5.6 – No Anvils Required</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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