User manual

AlphaHuman Studio Standard

Your MetaHuman, animated in Blender.
Import a DNA, pose the real rig, put mocap on it, dress it and export it.

Windows · Blender 5.2+ · Unreal Engine plugin: 5.8

Start with a character

Already have an exported MetaHuman? Start here. If you still need its DNA and textures, follow the Unreal setup walkthrough first.

  1. Install AlphaHuman Studio. Add our repository to Edit → Preferences → Get Extensions with your access token and press Install, or drag a ZIP onto a Blender window. Installation details.
  2. Set your MetaHuman Source Folder. In the add-on preferences, choose the folder that holds your character folders. Each character keeps its head.dna, body.dna and Maps together.
  3. Open the character. Drop head.dna onto the 3D viewport. Press N and open the AlphaHuman Studio tab.
  4. Try the rig. Use Control Rig, Body Picker and Face Board in the Character panel. Add hair and clothes once you have exported them.
  5. Save your work. Save the scene as a .blend, and export FBX or glTF when the shot is done.
Looking for a particular task? Use the search above the contents, or Ctrl + F to find an exact button name. Click a screenshot to enlarge it; press Esc to close. The manual works offline.
A MetaHuman's head filling a Blender viewport, smiling, in hair and beard, with the AlphaHuman Studio sidebar open on Animator
A MetaHuman in Blender: the face rig posed, the hair on, the skin lit.

What this is

AlphaHuman Studio Standard is a Blender add-on for animating MetaHuman characters. It loads a DNA's meshes, skeleton and face rig into your scene, and gives you the face board, the body control rig and a picker to pose and animate them, mocap retargeting with the feet kept on the floor, and lighting and export.

Hair and clothes are separate assets. Export them from Unreal with the free AlphaHuman Studio for Unreal plugin, then wear them in Blender.

Once you have the character files, Unreal does not need to be running to import, animate or save in Blender.

Standard and Pro

This manual is for Standard: everything it takes to make a MetaHuman your own and finish a shot with it — bring it in from Unreal, shape it in the Character Modeler, fix its expressions and its body's correctives, write the DNA back out, pose it on the real face rig and the body control rig, put mocap on it and plant its feet, dress it in its own hair and clothes, light it and export it. AlphaHuman Pro is where a scan becomes a character and a production is run; the table says what it adds.

What you can doStandardPro
Import a MetaHuman DNA, head and body, at every LOD✓✓
The real RigLogic face rig, the face board, the body control rig and picker✓✓
Retarget Mixamo, BVH and Unreal clips; bake to IK; Control Rig and Skeleton FBX✓✓
Floor step and automatic foot planting✓✓
Hair from Unreal: strands or cards, colour✓✓
Hair that movesbreezephysics
Clothes from Unreal, fitted by the skeleton, skin hidden underneath✓✓
Portrait Light, Environment Light, FBX, glTF and USD export✓✓
Characters in one scenetwoa whole cast
Shape your own character in the Character Modeler — sliders, Mix, sculpting, Make Symmetric — and write a new DNA✓✓
Edit expressions, sculpt them, RBF body correctives, ROM check✓✓
Wrap a scan or a model made elsewhere (Custom Model, TopoWrapper); High Detail, Wrinkle Sculpt, Skin Studio—✓
Live link to Unreal and Live Link Face from your iPhone—✓
Footprints you can move, added steps, walk transitions, contact modes—✓
Animation library, shots, arm clearance, hand paths—✓
Another character's hair, kept hairstyles, hair physics—✓
Layered clothes, fit editing, a wardrobe—✓
Another character's skin, skin from a scan—✓
A changed DNA back into Unreal✓✓
Publish Character Asset, cloth dynamics, skin contact and jiggle—✓

What you need

Windows 10 or 11, 64-bitRequired for this release.
Blender 5.2 or newerRequired.
MetaHuman character filesFor a complete character, keep head.dna and body.dna together, with the exported Maps folder for textures. Character assets are not included. Export them from Unreal.
Unreal Engine 5.8Needed to make the character and export it, its hair and its clothes, and to take animation back. Not needed for the work in between.

First session: from Unreal to Blender

This walkthrough prepares a MetaHuman in Unreal, opens it in Blender, adds hair and clothes, and tries posing and animation.

If your character files are ready, skip to installing the add-on. Hair, clothes and mocap are optional.

1 · Get a DNA file out of Unreal

Everything starts from a .dna. AlphaHuman Studio does not include any MetaHumans, so you make one in Unreal first. You do this once per character.

Turn the MetaHuman plugin on.

  1. Open your project in Unreal Engine 5.8.
  2. Edit → Plugins, search for MetaHuman, and tick it on.
  3. Restart the editor when it asks. The menus below do not appear until you do.

Make the character. In the Content Browser, right-click in an empty part of a folder and choose MetaHuman → MetaHuman Character, then double-click the new asset to open the MetaHuman Character editor.

For a first character, pick a preset — Vivian, say — and leave the face as it is.

Finish the character before you export it. Run these two, in this order. Both are buttons along the top of the MetaHuman Character editor, and both need you signed in to Epic's service:

  1. Create Full Rig — turns the preset into a rigged MetaHuman. Without it the DNA has nothing driving the face.
  2. Download Texture Sources — fetches the maps. Without it the export has no textures and the skin in Blender is a flat colour.

Use Create Full Rig, not Create Joints Only Rig, which leaves out the face behaviour. Save the character when the rig is on it.

2 · Assemble it for Unreal

Assembling turns the character into engine assets — meshes, materials, a skeleton — so it exists in Unreal for posing and rendering. The files Blender reads come from a separate export in the next step; you need both.

Open the Assembly tab on the left rail of the character editor:

FieldSet to
AssemblyUE Cine (Complete)
Root Directory/Game/MetaHumans, the default — the AlphaHuman Studio plugin looks there
Namethe character's name — vivian
Bake Materialsoff
The Assembly tab of Unreal's MetaHuman Character editor, with Bake Materials cleared
The Assembly tab: UE Cine (Complete), the default root directory, and Bake Materials off.

Then press the green Assemble at the bottom.

Turn Bake Materials off. It is on by default. Clearing it shows the warning “Material baking is disabled…”, which is expected: the maps stay separate instead of being flattened.

When it finishes you have a folder of assets under Content/MetaHumans/<name>/:

What lands thereWhat it is
BP_<name>the Blueprint actor — the character you drag into a level
Face/, Body/the meshes, skeletons and materials of the two halves
Grooms/the hair, which the AlphaHuman Studio plugin exports to Blender later
Clothing/whatever the character is wearing
T_PreBakedGroom_*groom textures made during the assemble
Content Browser showing Content/MetaHumans/vivian with Body, Clothing, Face and Grooms folders and the BP_vivian blueprint
What an assemble leaves in the Content Browser.

3 · Write the DNA out for Blender

Go to Export on the left rail and run DCC Export. (Older tutorials show it under Assembly; it has its own section now.)

Give it a root folder, not a character folder. Make one folder to hold every MetaHuman you export, for example:

D:\_metahuman

The export makes the per-character folder inside it. Export two characters and you have:

D:\_metahuman\
    victor\
        ...the same again
    vivian\
        head.dna
        body.dna
        Maps\                vivian's textures
        Masks\
        ExportManifest.json
        vivian.png
A character folder on disk holding Maps, Masks, body.dna, head.dna, ExportManifest.json and a thumbnail
One character's folder after a DCC export.

Both DNA files have to be there — head.dna without body.dna beside it will not open. The textures give you skin, eyes and teeth instead of flat colours. Keep exporting into the same root: it is the folder you give the add-on.

4 · Install the add-on and point it at your characters

Install it from our site. Blender installs the add-on from our repository with your access token, and tells you when an update is out. Set it up once:

  1. Make an access token on your Alpha Studio account's Keys page and copy it. It is shown once; if you lose it, make another.
  2. In Blender, Edit → Preferences → Get Extensions (allow online access if Blender asks). Open the Repositories menu at the top right, press +, then Add Remote Repository.
  3. Paste the repository address from the same page into URL, turn on Check for Updates on Startup and Requires Access Token, paste the token into Secret, and press Create.
  4. Type AlphaHuman in the search box and press Install.
Blender's Get Extensions with the Add New Extension Repository window: URL, Check for Updates on Startup, Requires Access Token and Secret filled in, and the Create button
Adding our repository: the address, updates on startup, and your token as the Secret.
Get Extensions searched for AlphaHuman, with its Install button
Then search for AlphaHuman and press Install.

In the closed beta the address and the token are on your Beta page, and the button below is Activate Beta.

Or from a ZIP, as Superhive delivers it: drag the ZIP onto a Blender window and drop it, or use Edit → Preferences → Add-ons → Install from Disk… and pick it. A ZIP does not update itself.

Then find AlphaHuman Studio under Add-ons, make sure it is ticked on, and expand the entry to see its preferences.

Activate it, if you got it from our site. The copy from your Alpha Studio account runs on a computer you activated, free, for a year at a time. In the preferences press Activate: the browser opens your account on a page naming this computer; press Activate there too, and Blender picks the licence up by itself a few seconds later. Blender needs Preferences → System → Network → Allow Online Access for this one exchange; after it the add-on works offline. A year later the same button reads Renew for a Year. An account holds two computers; your account's Keys page lists them and releases one. The copy bought on Superhive needs none of this.

The add-on's preferences: AlphaHuman Studio Standard -- Closed Beta, Not activated on this machine, and the Activate Beta button
The add-on's preferences in the closed beta: press Activate Beta. A copy from your account shows Activate in the same place.

Standard and Pro on the same computer. Both can stay installed, but enable only one at a time. To switch, save your work, disable the current AlphaHuman in Preferences → Add-ons, enable the other edition, save preferences and restart Blender. If another AlphaHuman family member is active, the new one tells you which edition to disable. Each edition remembers its settings; character files keep their existing data. Once Pro works, you can remove the disabled older edition.

MetaHuman Source Folder. This is the one setting you have to fill in. Set it to the root folder you exported into, such as D:\_metahuman\. The same field is in the sidebar's Settings.

The line under the field says how many characters it found. If it says No folder under it holds both head.dna and body.dna, it is pointing one level too deep or at the wrong folder.

That is everything you need to set before the first character.

5 · Bring the hair over

Hair is not in the DNA, so it needs its own export from Unreal, as Alembic. This is done by AlphaHuman Studio for Unreal, the companion plugin, free on Fab. Install it (see Install), then:

  1. Tools → AlphaHuman Studio → Export Grooms. The submenu lists the MetaHumans in your project.
  2. Pick the character, vivian, or All Characters at the bottom.
  3. When it asks for a folder, give it the same MetaHuman root — D:\_metahuman — not the character's own folder.
Unreal's Tools menu open at AlphaHuman Studio, Export Grooms, with bruce, hugo, victor, vivian and All Characters beside it
The groom exporter lists the MetaHumans in your project.

The hair is written to a Grooms folder inside the character's folder, beside the DNA, which is where the add-on looks for it. The polygon cards come out too, into Grooms/Cards; see Strands or cards.

Any groom fits any MetaHuman. Vivian's hair will sit on Victor and the other way round, so a folder of grooms kept as a library works just as well.

6 · Open the character

Drag head.dna out of the character's folder and drop it on a Blender viewport. There is no import dialog.

head.dna being dragged from a folder onto a Blender viewport
Drop the file on the viewport.

A few seconds later the character is in the scene, already rigged: the face rig and the body control rig are on it and ready to move.

Everything from here is in the sidebar, under the AlphaHuman Studio tab (press N in the viewport if the sidebar is closed). With no character in the scene the tab offers the characters in your MetaHuman Source Folder, each with its picture. The first one is already chosen: press Import DNA, or pick another from the list first. The Head and Body fields under the list take a DNA from anywhere else, and a Recently opened list holds the last eight characters, with their pictures.

Under the character's name, the Character panel holds the controls a session runs on:

The Character panel under bruce: Hide Control Rig lit, Body Picker, Face Board, Face Cam and Import Options, with the Lighting panel below
The controls a session runs on, with the control rig shown.
ButtonWhat it does
Control Rigshows the body's control rig in the viewport; pressed again (Hide Control Rig) it hides it.
Body Pickera map of the body's controls — spine, arms, legs, hands, feet — that you click to select. Only shown for a character with a body.
Face Boardthe same for the face: brows, eyes, mouth, tongue, laid out as a face.
Face Cama camera window that follows the face. See the face cam.
Portrait Light (the Lighting panel)three-point lighting aimed at the head. See Materials, lighting and what is on screen.
victor loaded in Blender, rigged and bald, in a front view, with the AlphaHuman Studio sidebar open on Animator
A few seconds after the drop: meshes, skeleton and both rigs, with the sidebar on the right.

The picker and the board open in their own windows. Once open, their buttons read Close Picker and Close Face Board.

7 · Put the hair on

The character arrives bald. There are four ways to put hair on.

When the character lands

If the grooms are in a Grooms folder beside the DNA, a window lists what it found as the character arrives. Press OK to put the hair on, or Esc to skip it. To stop the question, tick Remember this, stop asking, or set Import Options → Hair On Import.

The Import Grooms window: the six archives it found beside the character, Keep Guides, and Remember this, stop asking
What it found, and the tick that stops it asking again.

The button in the Hair section

Turn on the Hair section with its icon on the section strip. When there is hair beside the character that it is not wearing, the wide button says so, for example Import 6 Beside This Character. Press it. Pressing it again later does not double anything up.

The Hair Library

Hair Library (n)... lists the hair of every character under the MetaHuman Source Folder, with a tab each for hair, eyebrows, eyelashes, beards, moustaches, goatees and peach fuzz, and a picture of each groom on this character's head.

  1. Press Hair Library (n)....
  2. Tick the grooms you want, on as many tabs as you like. The grey name under a picture is the character it comes from.
  3. Press Wear Selected. Each groom is fitted to this head.

Hair the character already wears shows a tick and cannot be picked twice. The first time, the button reads Looking for hair... and the window Drawing pictures... for a moment; move the mouse over the window to see new pictures as they appear.

Choosing the files yourself

For hair kept somewhere else, press the folder icon at the end of the row (or Import Groom... when there is nothing beside the character).

  1. Browse to the grooms folder, such as D:\_metahuman\vivian\Grooms\.
  2. Select the files you want; A selects everything. A MetaHuman usually has hair, eyebrows, eyelashes and peach fuzz, and may have a beard or moustache.
  3. Leave the two options as they are and press import.
The Import Groom file browser with four Alembic files selected and Keep Guides and Retarget From Its Own Character on the right
Four of vivian's grooms selected at once. The two options on the right are already right.

The grooms sit on the head and follow it from then on.

Option
Keep Guides — offLeave off. On adds a second, thicker haircut on top.
Retarget From Its Own Character — onFits hair made for another head to this one. Leave it on.

8 · Put clothes on it

Clothes come over like the hair: in Unreal, Tools → AlphaHuman Studio → Export Clothes…, into the same export root. Each garment gets a folder under <root>/Clothes/ and is then available to every character.

In Blender, in the AlphaHuman workspace, turn on the Clothes section. Under On the shelf is a row per garment with a small picture; click a garment's name to put it on. Look through N garment(s)… shows the shelf as larger pictures, and the folder icon beside On the shelf opens a garment folder from anywhere else.

The garment is fitted to your character and skinned to its rig, so it follows poses and animation. The skin under it is hidden as the first garment goes on, so the body does not poke through.

Then pose the character and check the shoulders and the crotch. The swatches change its colour. See Clothes in detail.

9 · Pose it

The body rig and the face rig match Unreal's: the same controls, doing the same things, under the same names.

The face board lays every face control out flat, so you can reach all of them at once and watch the face while you work. The strip along its top:

Button
Symmetrya toggle. Moving one side moves the other.
Tweakersa toggle. Shows the fine controls under the main ones.
Key / Key Allkeyframe the selected controls, or all of them.
Reset Selected / Reset Allput controls back to neutral.
Clear Facial Keysremoves every face key on every frame of the character's animation, imported or keyed by hand. The face stays where it is; Reset All puts it back to neutral. Undo brings the keys back.
The face board: every face control laid out flat, with the button strip along the top
The face board, with the button strip along the top.

Right-click resets. Select controls and right-click to zero them; with nothing selected, right-click clears the whole board. Alt+G does the same. Navigation is written along the bottom edge of both windows — wheel to zoom, middle mouse to pan, Home to reset the view.

The body picker selects controls and carries the rig's switches. The sliders set IK/FK blend per arm and per leg (arm L, leg R and so on, with 0 and 1 buttons for the two ends), each limb's stretch, and on the left spine ik, spine stretch and rig mode; on the right head ik on, neck snc and head hold. The pose tools are the rows underneath:

Button
Select All / Reset Sel / Reset Allselect every control, or put the selected or all controls back to rest.
Key / Key All / Delete Keykeying, without leaving the picker.
Copy L to R / Copy R to Lbuild a pose on one side and send it across.
Symmetrymake the pose symmetrical.
Copy Pose / Paste / Paste Flippedcarry a pose between frames or characters, straight or mirrored.
Swap Arms / Swap Legstrade the two limbs — the other half of a walk cycle.
Swap Upper / Swap Lowertrade the upper or lower body at once, including the spine's lean and twist.
Toes / Labels / Show Controlswhat is drawn: the toe controls, the slider names, and the rig's controls.
Clear Body Keysremoves every body key on every frame, whatever is selected; Delete Key takes off this frame only. The pose stays; Undo brings the keys back.
The body picker: the character's controls drawn on a body silhouette, the IK and stretch sliders, and four rows of pose tools along the bottom
The body picker. The sliders are the IK/FK blends, stretches and head switches; the pose tools are the four rows underneath.

The swaps work with or without a selection.

Put the face cam up while you pose. Face Cam opens a camera on the face that follows the head, so the expression stays framed while you work on the pose in the main viewport. See the face cam.

10 · Put a mocap clip on it

The Animation section puts motion capture on the character's own controls, as a new action you can edit like hand animation. There is no mapping to set up.

ButtonTakes
Retarget FBXan FBX clip from Mixamo, Unreal's UE5 Manny and Quinn or a MetaHuman body, the UE4 Mannequin, Reallusion Character Creator, iClone, ActorCore and AccuRig, Rokoko, and Xsens MVN.
Retarget BVHBVH mocap: the CMU library, Poser and DAZ files, and Xsens MVN's BVH export.
Retargetan armature already in the scene: pick it in the field beside the button.

The clip lands on the character's FK controls. Leave Keep Source off unless you want the imported skeleton kept. For BVH, change Scale (0.01) only if a clip arrives far too big or small.

A file with several clips asks which one you meant: pick it from the list. With two characters in the scene, it also asks which character gets it, then offers the rest for the other one, so a two-actor session lands on both from one import.

Below the retarget buttons, Bake Legs to IK and Bake Arms to IK move the result onto the IK controls, Make Switches Unreal-Safe prepares the IK/FK switches for Unreal, and Clear with Face, Body or Both removes animation from the character. Then run Foot Contact Cleanup to plant the feet. See Animation in detail.

11 · Animation to and from Unreal, as files

Control rig animation travels as a file, in both directions. In the Animation panel's Control Rig FBX box:

Control
Face / Bodytoggles choosing which halves the buttons below work on.
Export FBXwrites the animation as a take Unreal imports onto a Control Rig track in Sequencer. Face and body together write two files.
Import FBXreads a take exported from Unreal's Sequencer onto this character.
The binclears the chosen halves' animation.
The importer offers Trim Still Ends, on by default. It drops the motionless frames Unreal adds at either end of a short take.

12 · The skin moves with the expression

The textures follow the face. Squeeze the brows together and the crease appears in the skin; open the jaw and the stretch shows. This happens by itself, as it does in the engine.

13 · Two characters

You can have more than one character in a scene — two in Standard, as many as you like in Pro. Drop another head.dna into the viewport, or press + in the Character panel's header, and it arrives with its own rig and face board. In Standard, remove one (the bin beside the +) to bring in a third.

With more than one character, a row of names appears at the top of the AlphaHuman Studio panel:

The Animator panel with five characters: victor, bruce, bo, lorenzo and pepepe as buttons with an eye each, bo lit, above Hide Control Rig and the rest
One button per character. The lit one is active.

Click a name to make it the active character. Every section, the picker and the face board then work on that character.

Add and remove characters from the panel header. The + at the right of the Character panel's header lists the characters in your MetaHuman Source Folder, with their pictures: click one and it comes in, head and body. Browse for a DNA... at the bottom of the list takes one from anywhere else, and dropping a .dna into the viewport does the same. Standard holds two characters in a scene; the + is there while there is room. Remove Character removes the active character after asking — its meshes, hair, clothes, control rig, face board and face camera go with it, and nothing on disk is touched.

The eye beside each name shows or hides that whole character in the viewport — body, hair, clothes, control rig and face board together — so you can work on one without the others in the way. It is the character's own row in the outliner, so anything you hid inside it stays hidden when it comes back, and it does not change what renders.

Clicking the character in the viewport does the same. In Object Mode, anything belonging to it counts — a control, the body, the head, a groom. The row is for a character you cannot easily click, such as one standing behind another.

Past ordinary use

Everything so far uses a MetaHuman as it arrived. Standard also changes one:

Making a custom characterShape. Sculpt the character into somebody else and get back a rigged, working MetaHuman.
Facial editingExpression. Change what an expression does on this face, fix ones that look wrong on a new shape, and push others further.
RBF body deformThe body. Correct how the skin deforms as joints bend — the shoulder, the elbow, the hip.

Making a custom character

Shape is changed in the Character Modeler, the Model section of the same sidebar tab. The modeller and the rig side pass the character back and forth as often as you like: shape it, send it over to be rigged, check it working, come back and change it.

You can shape a character in two ways, and combine them:

The top of the Character Modeler panel: the character, the section icons, the proportion library, the proportion readout, view buttons, a row of display toggles and the Ah~ Ee~ Le~ check poses, and the Character, Gray and Guides switch
The top of the modeller: the proportion readout, the standard views, the display toggles and three check poses, and what the model wears while you work.

Sculpting does not cost you the rig. When you reshape, the rig is rebuilt to fit the new shape, so the result is as fully rigged as the character you started from.

victor open in the Character Modeler, with the levels and sculpting controls in the sidebar
A character open for modelling. The strip under the main header — the character, the grips, the level you are on — stays put while the sidebar scrolls.

Two ways in

1 · Straight into the modeller In the Model section, pick a character from the list and press Open. Use this when shape is all you are doing.
2 · From a character you already have open Press Send to Character Modeler in the Model section, edit it, and send it back. The button is greyed if the character's DNA is not on this machine.

You do not lose the other half

While you work on a character's shape, the rest of AlphaHuman Studio still works on it. You can put an expression on it to see whether the new face holds up, go back to the original face, or use the control rig.

Eyes and teeth

The eyeballs follow the eye you sculpt and size themselves to the head. If they end up standing proud of the lids, sitting too deep, or the wrong size, set them by hand in the Eyes fold: Size, Out, Up and Forward, each with its own reset, and Put It Back for all four. Out moves the pair apart or together.

The Teeth & Tongue fold has the same four controls. The teeth can also be sculpted with Sculpt The Teeth (see Character Modeler in detail).

Fit the eyes and teeth before you hand the character over. They are placed here, in the modeller, and go over with the shape.

Every route ends at Reshape

However the shape got there, it becomes a working character through Reshape. Press Reshape & Return in the viewport tool header; it hands the character over and runs the whole reshape. If you have not changed anything yet, the button reads Open in AlphaHuman and simply opens the DNA as it is.

For an ordinary human face, that is the end of it. Pose it and it behaves. Two cases ask for more: a shape far outside the human range, and expressions you want pushed further than the character does them. Both are the Expression Editor's job.

It never becomes final

Reshape is not a one-way step. After it, go back to the modeller and change the character again, as many times as you like. Export the DNA at any point and you have a complete character; open that DNA later and carry on from it. You do not have to get the shape right before you rig it.

Example: feet for heels

Under Parameters → Parts, Heel rise lifts the heel while the ball of the foot stays down — the shape of a foot in a high-heeled shoe. Sole thickness and Foot height are beside it, and you can sculpt the arch on top.

Then reshape. The rig is built from the new shape, so the foot controls roll and plant where that foot does. Export the DNA, import it over the character in Unreal, and the engine's rig matches too.

Facial editing

Facial editing is where you decide what a face's expressions do. There are two ways in: the Expression Editor, when you know which expression is wrong, and Fix Expression, when you only know that a pose looks wrong.

The Expression Editor

Open it from DNA Editor → Facial Expression Editor → Open Expression Editor. It splits the screen, or reuses a node editor if one is open; Open in a New Window gives it a window of its own. Closing it puts your screen back as it was.

The Facial Expression Editor panel: Open Expression Editor, a note that it splits the screen or reuses a node editor, and Open in a New Window
The panel opens the editor, in this screen or in a new window.

It needs the face rig running; the panel says so if it is not.

The expressions are laid out as a node graph. Panning, zooming, box-select and frame-all work as in any Blender node editor. Nodes are coloured by kind — plain expressions and the combinations built on them — and the ones that only exist at LOD0 are marked.

The Expression Editor as a node graph, with its own sidebar of controls
The Expression Editor. Plain expressions down the left, the combinations built on them to the right.

The editor's controls are in its own sidebar, under the AlphaHuman tab. At the top, a search field finds expressions by name and says how many match. Then two views:

View
Parta region of the face — pick it from the list below, such as Eye, Brow or Mouth — and every combination over it. Use it when you know where on the face the problem is.
Aroundone expression, what it combines with, and what those combine with. Use it to see what else moves if you change this one. Back to … returns to the region you came from.

Click a node and the face wears that expression at full strength.

Control
Rebuildre-reads the character, after you have changed it.
Find… (F)searches by name and highlights the matches in the graph.
SideL, R, or both at once.
Wiresdraws the links between nodes.
Follow Selectionposes the face at whichever expression is selected.
Match Jointswhen you correct an expression, gives the joints as much of the correction as they can carry and puts the rest in the blend shape.
Stand At / Neutralhold the face at the expression you are looking at, or put it back to neutral.

The Selected section describes the selected expression: whether it is a primitive or a combination, how many joints, blend shapes and maps it drives, and the lowest LOD it survives to. A combination has Hold Still (L), which keeps it where it is when an expression it is built from is corrected. Often Visited lists the expressions you use most, with Forget All to clear it.

Sculpting an expression

Select an expression and press Sculpt This Expression in the Selected section. The face is posed at that expression and you sculpt it directly. While you do, the editor's sidebar shows only the sitting:

Button
Applyputs your sculpt into this expression alone.
Cancelthrows the sculpt away.
Apply Both Sidesapplies it, and writes it reflected onto the other side's expression. The line under it names that expression, or says this one is its own mirror.

Outside a sitting, Mirror to Other Side in the Selected section replaces the other side's expression with this one reflected. The changes are written into the DNA when you export it.

Fix Expression

Sometimes no single expression is wrong: several are firing at once and it is their sum that looks bad. Fix Expression works from the pose instead.

Start it with Fix This on a frame of Check Face & Body ROM.

  1. Pose the face until you are looking at what is wrong.
  2. Start the fix. The face rig is held where it is.
  3. Sculpt the head into what it should be.
  4. Apply.

While the fix is open, the panel lists every target the expression uses, with how strongly it uses each, and a tick per row. Untick a row and that target takes no share. The line above the list counts how many will take the fix.

Applydivides the change among the ticked targets. Use this one normally.
Apply to One Targetputs the whole change on the strongest target.
The ×drops the fix and puts the face back.

Other expressions that share those targets change too. The fix needs the face rig running, and a pose that fires a corrective at all: a pose that only moves joints — the eyes looking, the head turning — says so instead of offering the button.

RBF body deform

The RBF Pose Editor is at the foot of the DNA Editor section, in the sidebar.

The body has correctives: shapes that fire as a joint bends, so an elbow creases instead of collapsing and a shoulder keeps its volume when the arm goes up. Each joint has a set of poses it knows about, and this is where you edit them. It matters most when you have changed the body's proportions a lot.

The correctives are in the body DNA. A head-only character has none, and the section says so. Import again with Parts set to Head + Body — on the main panel before a character is loaded, or in the import dialog — to get them.

How you work in it

  1. Start Edit reads the body's solvers into the editor: a list of driver joints — calf_l, clavicle_r, foot_l and the rest — which you can narrow by joint group, by side (Both / L / R) and by search. Afterwards the button reads Reload from DNA.
  2. Pick a solver. The panel shows which joints drive it, its type, and how many poses it has, then its settings: Radius, with the automatic-radius icon button beside it; Weight Threshold, below which a pose weight counts as zero; and Function, Distance and Normalize. Twist Axis only applies to the two angle distances and is greyed otherwise. Below that is the pose list, each pose with its weight.
  3. Pick a pose. The Pose slider moves the skeleton between that pose and where the bones were, and the correctives fire as it does — the middle of the slider is the corrective at half strength. The two icon buttons at its end go straight to the pose and restore the bones.
  4. Adjust Correctives gives you the corrective joints for that pose. They are small and often inside the body, so the panel lists the ones on screen — click a row to move the gizmo to it. Joints shows the skeleton, and the icon beside it draws the rig in front of the mesh.
  5. Drag them until the silhouette is right.
The RBF Pose Editor: Reload from DNA, the solver filters and list, calf_l's settings, its six poses, the Pose slider, Adjust Correctives, and Write RBF to DNA and Revert Edits
The RBF Pose Editor with calf_l selected: its settings, and the six poses it interpolates between.

One side does both

While adjusting, commit with:

Button
Apply This Sidekeeps the change where you made it.
Apply Both Sidesapplies it and writes the mirror onto the other side as well.
The ×cancels the adjustment.

Isolate Column, under those buttons, puts the fix only into the column this pose drives hardest. Use it when a correction is leaking into poses it should not affect.

Fix one arm and take both. The mirrored side is worked out for that side's own joints, not simply flipped.

Adding poses, and writing it back

Stand the driver bones where you want and press + beside the pose list to capture a new pose. It asks for a Name, a Scale for how strongly its output is applied, and Also Add Mirrored. − deletes the selected pose. Both are queued, and the count of what is waiting shows on Write RBF to DNA, at the top of the editor.

Nothing is in the DNA until you say so:

The sidebar, and how it is arranged

Everything lives in the AlphaHuman Studio tab of the 3D viewport's sidebar. Press N if the sidebar is closed.

One tab, one strip

The Character panel is at the top: the characters in the scene, import, and the Control Rig, Body Picker, Face Board and Face Cam buttons. Under it, a strip of icons shows or hides the sections: Rig, Animation, Hair, Clothes, Materials and Export, with Settings and About at the end of the row. Alt-click an icon to show that section alone. Which sections are on is saved with the scene.

The pictures in this manual show the sidebar of AlphaHuman Pro, which splits its tools between Creator and Animator. Where a picture or a step says Animator →, Standard simply has the section in its one strip.

Character names appear 15 cm above the visible head in the viewport. They follow the animated head, stay horizontal on screen, and do not appear in renders. Hide viewport overlays to hide them.

Character Modeler in detail

Opening a character

With no character open, the Character Modeler panel lists every character under your character folder, with a picture of the one selected. Pick one and press Open. The refresh button beside the list scans the folder again after you export a new character. Open another… browses for a character that is not under that folder — choose its head.dna; body.dna has to be beside it.

The star beside Open is Make This The Start Character. The Mix slots are set in the Mix block, not here.

If the list is empty, the panel says so: set the character folder in the add-on preferences.

Its own sections, and the strip that never scrolls

Once a character is open, its name is at the top of the panel (the × closes it) and the modeller has its own row of icons. Click shows or hides a section, Alt-click shows one alone:

SectionWhat is in it
Createthe proportion library, the height readout, the views, the things to judge against, the parameters, and the Eyes and Teeth & Tongue folds.
Dragthe grips: dots on the character that set their sliders.
Sculptthe editing levels, what runs while you carve, and the handles.
Shadingthe material slots of the level you are on.

Turning the last section off turns it back on, so the strip is never empty.

Three things sit on the strip under the viewport's main header instead of in the sidebar, so they never scroll away: which character is open, the grips and the level under the brush.

Levels: sculpt where the work belongs

The modeller gives you three editing levels, listed under Sculpt at with their vertex counts. L0 is the finest and is marked final:

Sculpt at any level and every other level follows. Switching level in the middle of a sculpt keeps you sculpting, on the new level, so you can block a shape in coarse and step down for the detail.

Watch, off to the side puts a second level up beside the one you are working on (Off removes it). Follow the brush keeps it updating as you sculpt.

The sculpting half of the modeler panel: Sculpt at with three levels, Watch, Symmetry X, Keep detail
The three editing levels with their vertex counts, the level to watch beside them, and what runs while you carve.

What runs while you carve

Under the levels, in the Sculpt section:

Symmetry Xone side does both. Beside it the panel says how many vertices are paired, or how many are not.
Right drives / Left driveswhich side is copied to the other, as seen in a front view. Shown once symmetry is on.
Keep detailsmooths the ripple a coarse level would otherwise leave in a finer one, with the number of passes beside it. It never smooths a stroke you made.
Settle sliderssmooths what the parameters do to the surface. Only shown where the character has something to settle.
Propagatepushes the level you are on through the others by hand. Levels already follow as you sculpt; use this after something changed underneath them.
Draw L0 on top as welldraws the finest level over the one you are editing, so a coarse edit is judged against the surface it produces.

Handles

In the Sculpt section, Show beside Handles puts proportion handles on the character. Drag one and the bone stretches, with the rest of the body following. Hide takes them away.

Set As Neutral is optional. A drag counts as soon as you make it; this button makes the current shape the character's own and puts the sliders back to neutral, so the next changes are measured from here.

Proportion, parameters and grips

At the top of Create:

The Parameters fold holds the sliders, in this order: the Mix block; the general proportions (Height, Head units, leg length, shoulders, chest, waist, hips, neck, bust and more); Parts, the limbs and feet; and Face, 43 sliders in folds of their own — Skull, Brow and eyes, Ears, Cheeks, Nose, Mouth and Jaw and chin. Only Skull starts open.

Every slider has its own reset arrow, live only when the slider has moved. Blender's right-click reset does not work on these.

The Parts group of sliders, from Arm length down to Heel rise, and the Face group with the Skull fold open and the other folds shut
Parts and Face. The Skull fold is open; Brow and eyes, Ears, Cheeks, Nose, Mouth and Jaw and chin are shut. (This capture predates Toe length and Toe shape.)

The feet

Under Foot size the panel shows what the foot measures now, heel to toe — for example heel to toe 28.7 cm (287 mm). It is measured on the character as it stands, so height, Mix and sculpting change it too. The Ruler button (Things to judge against) draws the same measurement along the foot.

A raised Heel rise makes the reading shorter: the foot folds at the ball, and a folded foot is shorter heel to toe.

Toe lengthhow far all five toes reach past the ball of the foot, at whatever size the foot already is.
Toe shapewhich toe leads. 0 leaves the foot as the DNA has it (the big toe longest). 1 makes the second toe lead; around 0.5–0.75 the two are level. Below 0 exaggerates the big toe.
Foot heightthe height of the foot itself.

Grips

In the Drag section, Show the grips puts the parameters into the viewport as dots on the character. Drag a dot and it sets its slider. Object Mode only.

The character with the grips turned on: coloured dots on the body that set their own sliders
The grips: every dot is a parameter.

Body and Face are two separate switches: turn on either, both or neither. Body covers height, proportion and girth, the limbs, the neck and the head's size; Face covers the skull, eyes, nose, mouth, jaw, cheeks and ears. Grip size draws all the dots bigger or smaller.

Mix

Mix blends the character you are working on towards up to four other MetaHumans, in slots A to D. It is the first fold inside Parameters and starts open.

Each slot is a face you click. Click a slot and your characters open as a grid of pictures; click a face to put that character in the slot. The first entry, empty, clears the slot. A character with no picture beside its DNA still appears in the grid, without a face.

An empty slot is one line — its box, its letter and the word empty. A filled slot shows the face, the character's name and two sliders, Face and Body, each with its reset arrow.

The Mix block: four slots, two filled with a face and their Face and Body sliders, two empty
Four slots. Filled ones get a face and two sliders; empty ones are a single line. Click any of them to choose.

0 leaves the character alone. Every slider starts at 0. At 1 you land on that slot's character exactly; two sliders at 0.5 land halfway between them. If the sliders add up to more than 1 they are scaled down together, so the result is always a blend of real faces.

Height is not mixed. Each slot is fitted to the open character's height first, so Mix changes the proportions that make up the height — head, legs, ribcage — and leaves Height to its slider.

The header reads reading N... while the slot characters are loaded from disk after a character opens, then N of 4. You can move a slider meanwhile; it waits for the reading to finish.

Shoes: Sole thickness and Heel rise

A character in shoes stands higher than it does barefoot. Two sliders in Parts model that, lift the character, and draw a sole and a heel block under the foot:

A foot with a modelled sole under it and a heel block behind
A sole and a heel block under the foot, sized by the two sliders.
Sole thicknessgoes under the whole foot, slightly thicker at the heel than at the ball. A trainer is 2–3 cm, a platform 4 cm and up.
Heel risetips the foot onto its ball on top of the sole. A stiletto is a thin sole and a tall heel; a platform heel is both.

The sole and heel are not part of the character. They sit in their own collection, the brush cannot reach them, and they do not go over to AlphaHuman.

Once either slider is above zero, a Tipped / Raised ankle switch appears under the parameters. Tipped is the shape a foot takes in a shoe. Raised ankle keeps the sole flat and raises the ankle — choose it when the character is going to Unreal, because that is the shape MetaHuman's assembly keeps.

Things to judge against

The On screen row in Create, under the views. Apart from Feet on floor, the buttons are icons:

Feet on floorkeeps the character standing on the ground as its proportions change.
The rulera scale beside the character reading its height, including any shoe, and a tape along one foot reading heel to toe.
The boneshows the skeleton, so you can see where the joints will land.
The toothdraws the face as a see-through cage so you can look at the eyes, teeth and tongue inside the head.
The dotsshows the thin parts that are hidden while you model — the lashes, eye shell and edge, nose cartilage and saliva film.
Ah~ Ee~ Le~the check poses. Press the lit one again to take the pose off.

Reset Proportions, at the bottom of the panel while Create is on, puts every proportion back to where the character opened. It does not touch what you sculpted.

Where to stand

The view buttons in Create are two rows of three: Front, 3/4 and Side for the body, and the same for the face. All six are orthographic, so widths read true.

The button at the end of each row splits the screen into viewports at those three angles. With more than one viewport up, the same button joins them back into one.

What the model wears while you work

A three-way switch under the row of judging aids:

Characterthe character's own maps, from the Maps folder beside its DNA. Without that folder, each part gets a plain colour.
GrayEpic's neutral MetaHuman skin.
Guidesthe same skin with Epic's construction lines on it, showing where a MetaHuman's parts belong.
Gray and Guides are not shipped with the add-on. They are Epic's textures. Until you install them, choosing either shows Epic's maps are not installed.

In Unreal, turn on Settings → Show Plugin Content in the Content Browser and go to Engine/Plugins/MetaHuman/MetaHumanCharacter/Content/Textures/. Right-click each texture below, choose Asset Actions → Export, and save it as PNG into the add-on's modeler/textures/ folder under the name in the first column.
Save asEpic's assetFine at
guide_head.pngT_Gray_Head_D_Guides_2k2048
guide_body.pngT_Gray_Body_D_Guides_4k2048
gray_head.pngT_Gray_Head_D1024
gray_body.pngT_Gray_Body_D1024
gray_eyes.pngT_Gray_Eyes_D512
gray_teeth.pngT_Gray_Teeth_D512

Any subset works — only guide_head.png gives you head guides and nothing else. Press Rebuild Materials in the Shading section, or restart Blender, after adding them. Updating the add-on replaces its folder, so keep a copy of the files.

Check poses

Three poses open the mouth so you can judge the face and what is inside it while you model:

A head in the Ah~ check pose: the face drawn as a cage with the mouth open and the teeth visible
Ah~. Striking a pose opens the mouth and draws the face as a cage.

They are the rig's own poses, and striking one also draws the face as a cage so you can see inside. They need the character's DNA and the rig tools; without them the buttons do not appear.

Sculpting the teeth

Open the Teeth & Tongue fold under Create. It holds:

A line says how far the teeth have been sculpted from the DNA's own. Sculpt The Teeth is greyed while a check pose is on — take the pose off first.

The sitting takes over the top of the panel: the viewport turns side-on, the face becomes a cage to judge depth against, and X mirror is on. Hide The Face removes the cage; Show The Face brings it back. Done keeps the result; Revert throws it away. Changing level, striking a check pose or handing over closes the sitting and keeps your work.

Materials on this level

The Shading section shows the material slots of the level you are on. Slot 0 is the head and slot 1 the body.

Rebuild Materials reads the Maps folder beside the DNA again, for textures added after the character was opened. The line under it says how many maps were found, or that there is no Maps folder and the character is wearing flat colours.

Leaving, and coming back

Reset to Neutralat the bottom of the panel. Puts the whole session back to the character the DNA describes: proportions, handles and sculpting.
The × beside the character's namecloses the session. Its redo panel can leave the meshes in the scene as plain objects.
Back To Modellingappears after a handoff and brings the modeller's levels, handles and aids back.

The handoff

The button beside the character name in the viewport tool header hands the character to the rig half:

The reshape run: four steps, two ticked, the third in hand, and Carry On under them
The run in progress — two steps have landed, the third is next, and Carry On runs what is left.

On the way out, the copies from Copy It Out To Sculpt are hidden and the modeller's levels, handles, ruler and watch level are put away. Touching a level brings them back. The redo panel has switches for each of these steps, including Hide the copies.

Hair on the character is put back on for you. A reshape rewrites the head, so when the run finishes the grooms the character was wearing are imported again against the new head. Hidden grooms stay hidden. A colour you tuned by hand comes back at the exported value.

The DNA Editor section

Everything that changes the DNA itself: the DNA Editor section of the strip.

To change the character's shape, turn on the Model section and press Send to Character Modeler. The button is greyed when the character's DNA files cannot be found.

The DNA Editor contains these sub-sections:

Check Face & Body ROMplay every expression in turn and watch for what breaks — below.
Facial Expression Editoropens the node graph.
RBF Pose Editorthe body's correctives — its own chapter.

If sculpted expressions are waiting to be written, a line says how many, with Write Correctives on it.

While a job is in hand — a reshape running, or a check pass loaded — the section shows that job alone, with its name at the top.

The reshape run

A reshape starts by itself when the Character Modeler hands a character over. It appears at the top of the sidebar under Modelled shape handed over (its × puts the notice away), and in the DNA Editor section, in a Reshape box. It shows one state at a time:

A new handoff never touches a run that is already part way.

Details

A fold at the bottom of the Reshape box. You do not need it for an ordinary run.

From the modellerevery mesh the handoff delivered — head, body, teeth, both eyes, eye shell and edge, lashes, saliva, cartilage. A mesh whose vertex count matches nothing on the character is flagged in red.
See Inside The Headdraws the face as a cage so you can check the eyes and teeth that arrived. It reads Stop Seeing Inside while on.
Parts Follow The Faceon by default. Off, the eyes, teeth, tongue and saliva stay exactly where they are and only the skin moves.
Lower LODson by default. Off, only LOD0 gets the new shape — a red line says so while it is off.
Do That Againun-ticks the last step so it runs again.
Forget This Runclears the run without touching the DNA it wrote.
The same run is also shown in the Properties editor, on the Object tab, as Reshape From A Sculpt. Use it when you want the run in a window of its own.

Check Face & Body ROM

After a reshape, this is how you find where the face or body does not work. It loads a range-of-motion animation onto the character's controls; step through it and watch for what breaks.

Before a pass is loaded:

Facethe face pass. When a take is available the button names it — for example Face: FaceRange, the range of motion shipped with the add-on, or your own take if you made one the default. The small button beside it builds a generated pass instead: every face control taken up and back in turn, with no file needed.
Bodythe same for the body, turning each driver joint through its range.
From Unreal...loads a take exported from the engine: a face take as JSON curves, or a body ROM as FBX. Tick Make This The Default in its dialog and the Face or Body button uses that take from then on.
Compose Expression Setbuilds a set of expressions from this rig's own handles, with no file needed. Expressions is how many; Seed decides which, and the same seed gives the same set; Save To writes the set out to share.

With a pass loaded:

The top linethe expression you are on, which one of how many, and how many are ticked off — or that you are between two. An Unreal take also says how many of its curves this character has controls for.
Previous / Nextjump to each expression at full strength.
The tickmarks the expression as checked, so you can pick up where you left off.
The binremoves the animation. The character is untouched.
While a body pass is loaded the control rig is held — its controls do nothing until you remove the pass. The panel says so.
Check Face & Body ROM: the Face and Body pass buttons, From Unreal, and Compose Expression Set
Before a pass is loaded: the face and body passes, From Unreal... and Compose Expression Set.

Fix what you find without leaving the pass. On a face expression, Fix This opens the expression fix right there (the face rig has to be running). On a body frame the button is Adjust Correctives, which opens the RBF editor's adjustment. A face frame that only moves joints — the eyes looking, the jaw swinging — has no corrective to fix, and the panel says so. After you apply a fix, the pass is still loaded and Next carries on.

Against a real performance

A generated pass moves one control at a time. With Unreal to hand, From Unreal... loads the engine's own ROM takes, where several correctives fire together. Stepping, ticking and fixing work the same way.

Rig Options

How the face rig and body rig run and are drawn. Nothing in here changes the character. Rig Options is the Rig section; the controls you reach for constantly are at the top of the Character panel instead.

The top of the Character panel

Control Rigshows and hides the body rig's controls. It reads Hide Control Rig while they are shown.
Body Picker / Face Boardthe two control surfaces — see step 9. They read Close Picker and Close Face Board while open. Body Picker needs a character with a body.
Face Camthe camera on the face — below. The magnifier beside it reframes; the × removes the camera.

Portrait Light, the three-point lighting preset, is not here: it lights the character rather than the rig, and sits in the Lighting panel at the foot of the tab — below.

With more than one character in the scene, a row of their names above these buttons chooses which one the tab works on.

If the character's rig was built by an older version of the add-on, a red Rig is from an older build box appears with Rebuild Control Rig in it.

General

RebuildBuilds the control rig again from the character as it is now.
Pose ModePuts the character into Pose Mode with its controls selectable.
Reset All / SelectedPut all, or the selected, body controls back to rest.
PreviewWith two characters in the scene: Active updates only the one you are working on during playback; All updates both (slower).

If the panel says the character has no shape keys, import it again with Shape Keys on. If a red line says the face board's switches are missing, reopen the face board.

The face rig starts by itself when a character is imported (Start Rig in Import options). If it is not running, press Start Face Rig in the Character panel, above Face Board. The FK/IK switches and foot pivots are on the body picker.

Face Board

This section only appears once an armature face board has been built. The ordinary face board, opened with Face Board in the Character panel, needs nothing here.

With an armature board, this shows the board object with an eye to hide it, and:

Pose Boardputs the board into Pose Mode, where its handles move.
The magnifierframes the board in the view.
The swatchrecolours the handles.
Reset Selected Handleszeroes the selected handles.

Control Rig Handles

How the body rig's controls are drawn:

Wire / SolidWire is the usual Blender look. Solid handles sit in the model rather than over it, and get a Thickness.
Unreal's Handleson by default: every control is shaped as in Unreal's own MetaHuman control rig. Off uses shapes fitted to each body part.
Handle Sizescales every handle. The line under it shows the character's height and the size factor that gives.

All of these apply to the active character's rig straight away.

Face Cam settings

The Face Cam section holds the camera's settings (the camera itself is described further down):

Split Viewportopens the face cam in half the viewport instead of a window of its own.
Lensthe camera's focal length, 111 mm by default.
Distancehow far the camera stands from the face. 0 works it out from the lens and the head.

Once there is a camera, a row names it, with an eye that shows or hides the camera object in the viewports. It keeps following the head while hidden.

LOD

Which level of detail of the character is in the scene: Head and Body sliders, and Matched, which keeps the body at the head's level.

The section only appears when more than one level was imported. An ordinary import brings LOD0 alone.

Animation in detail

The Animation panel appears once the character has a body control rig. It holds Retarget, Foot Contact Cleanup, Control Rig FBX and Skeleton FBX.

Each group inside Animation starts collapsed. Click the arrow beside its title to open or close it independently. Blender remembers the open groups in that editor, so you can keep only the tools you are using visible.

Retarget

Retarget FBX and Retarget BVH are described in step 10. You can also pick an armature already in the scene in the field and press Retarget. A file holding more than one clip asks which clip to place and, with two characters in the scene, which character gets it.

The clip keeps the character's own shoulder shape and finger curl, and plays the source's motion on top. A clenched fist closes with the thumb tucked in.

The clip lands on the FK controls. Then:

Bake Legs to IK / Bake Arms to IKMove the keys onto the IK controls, for planting a foot or pinning a hand.
Make Switches Unreal-SafeRun this before exporting a clip that switches between FK and IK, or the switch fires at the wrong frame in Unreal.
ClearFace removes face keys and resets the face, like the Face Board's Reset All. Body removes body keys and resets the body controls. Both clears both.

Where the take stands: the floor

The top of Foot Contact Cleanup shows where the take stands, so you can check it by eye before anything is planted.

A character crouching over a long translucent blue box on the floor, with an orange dashed outline just below its bottom edge
The contact band (blue) and the take's lowest point (orange, dashed).

Put Lowest on Floor moves the whole take up or down so its lowest point sits on Floor Height. It changes the take itself and turns Fit Take to Floor off. Undo takes it back.

Do this first, then plant. If the feet never reach the blue box, the take is floating. If a lifted foot sits inside it, lower Contact Height, or that foot will be planted in the air.

Foot Contact Cleanup

Feet in mocap often slide or sink. The cleanup plants them where they touch the floor.

  1. Set the scene's start and end frames to the part of the take you want.
  2. Open Animation → Foot Contact Cleanup.
  3. Set Floor Height to the floor under the character.
  4. Press Preview Foot Cleanup. The button shows its progress; Esc stops it and puts the previous take back. The corrected take plays when it is done.
  5. Press Original and Corrected to compare.
  6. Press Keep Bake to keep the corrected take, or Remove Cleanup to go back to the original. Face animation is kept either way.

If you change a setting, the panel says Recalculate after changes and Keep Bake is greyed out. Press Recalculate Preview. After retargeting a new clip, run the preview again.

The Foot Contact Cleanup box after a preview: Floor Height, Plant Toes on Floor, Contact Height and Blend Time, the foot selector with Add at Frame, Auto Update After Move, Recalculate Preview and Update Changed Footsteps, Original and Corrected, Keep Bake and Remove, the drift, IK error, toe and pelvis readouts, Footprints, Near Current Frame, Walk Transitions and Contact Settings and Intervals
After a preview, with the corrected take showing.

Fit Take to Floor (on) first moves the take so it stands on Floor Height; the panel says how far, for example Lowered 65 mm. Only the corrected take moves. Turn it off when the clip's height is already right.

Plant Toes on Floor (on) lays the toes flat on the floor while the foot is planted, whether they were sinking or pointing up.

SettingWhen to change it
Contact HeightHow close to the floor a foot must come to count as standing. Raise it a little if steps are missed.
Blend Time (s)How long a foot takes to settle as it lands and to let go as it lifts. Longer is softer.

Contact Settings holds the rest. You rarely need them:

Sole OffsetExtra height under the foot, for shoes.
Contact SpeedHow slowly a foot must move to count as standing.
Minimum Contact (s)Ignore touches shorter than this.
Pelvis LimitHow far the hips may move so a leg can reach its planted foot.
Soft KneeKeeps a slight bend in a planted leg so it does not look locked. Set 0 to leave straight knees as they are.
Pelvis Drop LimitThe most the hips are lowered for Soft Knee.
Pelvis FollowAt 1 the hips stay centred over the planted feet; at 0 they stay where the capture put them.
Foot SwivelHow much a planted foot may still turn. 0 holds each step at one heading.
Knee Follows FootTurns the knee with its foot when the cleanup turns the foot. 0 leaves the knee as captured.
Samples per FrameHigher keeps a rolling foot steadier; lower is faster.

Control Rig FBX

Animation as a file, in and out, landing on a Control Rig track in Unreal's Sequencer — see step 12. The Face and Body toggles decide which halves every button in the box acts on: Export FBX writes those halves (both writes two files), Import FBX accepts them, and the bin clears them from the character.

Skeleton FBX

Export Skeleton FBX (baked) writes the animation baked onto the joints. It imports into Unreal as an Animation Sequence on the skeleton — no Control Rig track, no geometry. Baking the RBF correctives and the face blend shapes are options in its dialog.

Materials, lighting and what is on screen

The Materials & Display section covers the parts list, materials and how the skeleton is drawn. Portrait Light, in the Lighting panel at the foot of the tab, and Face Cam, in the Character panel, are described here too.

Textures are read from the Maps folder beside the DNA. A map the character does not carry is taken from a base asset folder beside your characters, if there is one.

Parts

Every mesh of the character at the level on screen, as a grid: head, body, eyes, eyeshell, eyelashes, teeth, saliva, cartilage. Click a name to show or hide that part; the dot beside it shows that part alone. Use it to get the eyelashes out of the way when you look closely at a brow.

Materials

Build Materials shades the character from its textures. It reads Rebuild Materials once every mesh has one. The skin is shaded as Unreal shades it: a tight highlight over a broad one, and a fine web of creases and pores that shows close up.

Skeleton

Skeleton shows or hides the character's joints. The button beside it draws them in front of the mesh. Simple Joints draws the skeleton as spheres instead of Blender's bone shapes; Plain Bones switches back.

What is in the file

At the bottom: how many bones, meshes and shape keys the character has, and the names of the DNA files it came from.

Teeth, gums and tongue

The mouth material works out its roughness from the colour map, so the teeth stay glossy while the gums and tongue get a softer highlight. There is nothing to set.

Portrait Light

A three-point lighting preset — key, fill and rim — aimed at the character's head. Press Portrait Light in the Lighting panel — the last panel on the tab — to add it and again to remove it. It lives in its own collection, so removing it leaves the file as it was.

The exposure is the same whatever the character's size. The lights follow the head's position, so a character that kneels or walks keeps its lighting, but they do not turn with the head.

Animator, Appearance: the Hair, Clothes and Materials & Display panels, and under them the Lighting panel with Portrait Light lit, Extras beside it and the Turn slider under it
The switch, Extras beside it, and the Turn slider that appears under it while the light is on.

While the light is on:

Environment Light

Lights the scene with an HDRI — a picture of a place, a sky, a room, a street — from every direction at once, with that place's colours in the skin. Press Environment Light in the Lighting panel, under Portrait Light.

The sidebar with the Lighting panel open under Character and Animation: Portrait Light, Environment Light on, a thumbnail of the Studio HDRI, the list and folder button under it, Strength, Turn and Show as Background
Pick the place by its picture; the folder button takes any .hdr or .exr of your own.

It works with Portrait Light or without it: the place for colour and fill, the lamps turned down with their Strength for shape. Turning it off puts back the world the scene had. Blender's HDRIs are small, so seen as a background they are soft; a sharp background wants a high-resolution file of your own. It shows in Rendered and Material Preview shading and in Cycles and EEVEE renders.

Face Cam

A camera in front of the face, shown live in a window of its own — park it beside the face board — or in half the viewport (Split Viewport in Face Cam settings).

It follows the head: the character can walk, turn or be animated and the face stays framed, so you can work in the main viewport at any size and angle.

A character's head in the tall, narrow window the face cam opens in
The window the face cam opens in. Lit with Portrait Light.

The engine's own face cam is in AlphaHuman MH Control, so with AlphaHuman Pro's live link up you can watch the same performance on both sides.

When a character is imported, the viewport switches to an 85 mm lens, which shows a face without the distortion of Blender's default 50 mm. A focal length you set yourself is left alone.

Hair in detail

Grooms come over from Unreal — see step 5 — and the Hair section is where they live afterwards. If the character has no hair yet, the section tells you where to export it: Tools → AlphaHuman Studio → Export Grooms in Unreal.

There are four ways to bring hair in:

Way in
When the DNA is openedA window lists the grooms found beside the character. Tick Remember this, stop asking to keep your answer. Change it later with Import Options → Hair On Import (Ask, Import or Ignore).
Import n Beside This CharacterThe wide button at the top of the section, shown when there is hair beside the character that it is not wearing yet.
Hair LibraryEvery character's hair under the MetaHuman Source Folder, sorted by part. Tick several and wear them at once.
Import GroomA file browser for hair from anywhere else: the folder icon at the end of the row. Leave Keep Guides off and Retarget From Its Own Character on.

Hair goes in its own collection under the character, so hiding the character in the Outliner hides its hair too. A sheet over the viewport names each groom as it goes on.

The Hair section in Appearance: Hair From a Character with the file browser icon beside it, the All Grooms eye and slider, Hide Hair While Playing, Strands and Cards, six grooms with an eye, curve count and X on each row, Remove All Hair, and Styles with StyleA and Keep This Hair
The Hair section with six grooms on.
A character wearing six grooms: scalp, beard, moustache, eyebrows, eyelashes and peach fuzz
Six grooms on one head. Lit with Portrait Light.

The groom list

ControlWhat it does
The eye beside All GroomsHides or shows every groom at once. If some are already hidden, the first click hides the rest.
All Grooms sliderHow much of every groom is drawn — see Density.
Hide Hair While PlayingSee below.
Strands / CardsSwitches every groom between strands and cards — see below.
A groom's eyeHides or shows that groom. A hidden groom is not updated when the head changes shape; showing it again brings it up to date.
A groom's nameOpens it: its settings appear indented underneath. Grooms cannot be selected in the viewport.
The numberHow many curves the groom has — the best guide to how heavy it is.
×Takes that groom off. Remove All Hair under the list takes them all off.
Lash grooms replace the modelled lashes. While a lash groom is shown, the character's own eyelash geometry is switched off, and it comes back when the groom is hidden or removed. To show both, turn the lashes on again in the Parts list.

Breeze Standard

Standard's way to make hair move. Pro replaces it with hair physics, which simulates every strand.

Breeze puts a gentle movement through the scalp hair. It is not a simulation: there is nothing to bake, and scrubbing back to a frame gives the same result. Press it again to stop. Brows, lashes, beards and peach fuzz are left still.

Two controls appear beside the button once it is on:

Control
SwayHow far the tips travel, in metres. The default is 0.02. Roots never move, and short hair moves less than long hair.
LiveRuns the breeze in real time with the timeline stopped, so you can watch it while you work. Press again to hold the current shape. A rendered animation moves without it.
You will not see the breeze during playback while Hide Hair While Playing is on, because the hair is taken off while the animation plays. Turn that off, or use Live.

Hide Hair While Playing

On by default. Hair is taken off while the animation plays and put back when it stops, because grooms make playback slow even when they are not moving. Density does not make playback faster — it only makes the hair cheaper to draw. A groom you had already hidden stays hidden.

Density

Grooms arrive at full density. Thinning them makes the hair look thinner, so judge a character at full density. Use the density sliders only when the scene is too heavy to work in; a render always uses every strand.

There are two sliders, and they multiply. All Grooms, beside the eye above the list, sets how much of every groom is drawn; Viewport Density, under an opened groom, sets that groom's own. Turning All Grooms down keeps the balance you set between grooms.

Strands or cards

A MetaHuman's hair comes two ways. Strands are the full groom. Cards are ribbons with hair painted on them, the lighter version games use.

Press Strands or Cards at the top of an opened groom, or above the list to switch every groom.

The Hair section with the scalp's card set open: the Strands and Cards pair, Sorted and Soft, the colour, Roughness, Specular IOR Level, Anisotropic, Fullness, Strength, Root Shade, Depth Shade and Strand Variation, Match Strands, and the face count
A groom showing its cards, with the card controls under it.

Not every groom has cards. Eyelashes and peach fuzz never do. When cards are missing, the groom says why:

Card controls

ControlWhat it does
Sorted / SoftSorted speckles while the view moves. Soft never speckles, but the floor grid shows through.
ColorThe hair colour.
Roughness / Specular IOR Level / AnisotropicThe shine. A flat groom such as eyebrows can take more specular.
FullnessLower it when you can see the scalp through the hair.
StrengthLower it when the cards look heavier than the strands.
Root ShadeHow much darker the roots are.
Depth ShadeHow much darker the hair is deeper in, so it does not look like a flat sticker.
Strand VariationHow much brightness varies from strand to strand.
Match StrandsSets Fullness and Strength to match the groom's Width.

Width

Width, at the top of an opened groom's strand settings, multiplies how thick each strand is drawn. 1 is the thickness the groom had in Unreal. Raise it for a groom that looks too faint — around 2 makes a fine eyebrow clearly visible.

Cards follow it automatically: moving Width also sets the card set's Fullness and Strength. Card settings you adjust by hand are kept until Width is changed again, or until you press Match Strands.

Colour and cinematic rendering

An opened groom's strand settings are, in order: Width, Viewport Density, and the hair colour. Highlight controls follow the scene's render engine:

ControlWhat it does
ColorThe hair colour, black to blond. Shown for hair that did not bring its Unreal colour with it; see below.
hairMelanin, hairRedness, hairDyeFor hair exported with its Unreal colour: how dark it is (0 white, 1 black), how red the pigment is, and a dye colour laid over it. The names are Unreal's, and so are the numbers.
Ombre, Highlights, GreyFold open for the second colour along the strands (Ombre, OmbreMelanin, OmbrehairDye, OmbreShift and so on), the streaks (Highlights and their colour, intensity and blending) and grey hair (WhiteAmount, Desat). Each set is switched on by its first slider.
EEVEE SheenPreview highlight strength in EEVEE. 0 turns it off. This control does not affect Cycles.
Model (Cycles)Chiang or Huang physical hair shading. Switching models keeps the colour; their reflection controls differ.
Color Depth (Cycles)How strongly the hair colour absorbs transmitted light. Starts at 2 to keep dark hair from washing out under backlighting. 1 restores the previous unadjusted colour response. Raising it darkens transmitted light while retaining surface highlights; EEVEE is unaffected.
Roughness (Cycles)The width of the highlight along a strand. Raise it to soften a sharp reflection.
Random Roughness (Cycles)Variation between strands, breaking up a uniform highlight.
Physical Reflection (Cycles)Fold open for IOR and cuticle Offset. Chiang also offers Radial Roughness and Coat. Huang offers Aspect Ratio and separate Reflection, Transmission and Secondary Reflection weights. The Huang weights at 1 retain the physical model; lower Reflection for an art-directed softer highlight.

For a cinematic finish, choose Cycles and use Rendered viewport shading. Material Preview still uses EEVEE, even when the scene engine is Cycles. The two engines use different hair lighting and will not match exactly. Cycles uses its own physical hair shader and colour absorption, without the extra EEVEE sheen. For hair that washes out under backlighting, adjust Color Depth. Surface highlights are controlled by roughness and physical reflection while looking through Cycles.

Existing AlphaHuman strand materials update when the file is opened or the add-on is enabled, keeping their colour swatches and shading settings while adding the Cycles colour-depth correction. Kept hairstyles also retain the Cycles model, colour depth and reflection controls. Colour uses a shared swatch; melanin can still be authored directly in the material for a Cycles-only look.

The colour Unreal gave it

Hair exported with the current AlphaHuman Studio for Unreal brings the character's own hair colour: not one colour, but the whole of MetaHuman's hair colouring — each strand a little different, an ombre along the lengths, highlight streaks, grey strands — worked out strand by strand the way Unreal does. Eyebrows, lashes and beards come in the same way. Hair exported before that comes in dark brown; export it again to get its colour.

Cards take the strands' colour, without the ombre and the streaks, which a card set does not carry. Changing the colour on the strands and pressing Match Strands carries the change to them.

Clothes in detail

A MetaHuman's clothes are not in its DNA. They live in the Unreal project — the outfits a character was assembled with, or outfit and cloth assets from Fab — and the AlphaHuman Studio plugin exports them for Blender. The Clothes section of the AlphaHuman workspace is where they are worn.

Getting them out of Unreal

In Unreal, Tools → AlphaHuman Studio → Export Clothes… opens the Export Clothes window, showing every garment in the project as a tile.

The Export Clothes window in Unreal: the Export root field, Search and Every skeletal mesh, a grid of garment tiles with thumbnails, the Textures and The body it was cut for switches, and Select Shown, Select None and Export
Every garment in the project, one tile each; click the ones to export.
  1. Set Export root (or use Browse...) to the folder your characters are in — the same folder as the add-on's MetaHuman Source Folder. It is remembered.
  2. Click the garments you want; the whole tile is the switch. Under each name it says what kind of asset it is, or when it was last exported. Hover a tile for its full path. Search filters the tiles, Select Shown and Select None change the selection, and the count shows how many are chosen.
  3. Press Export.

Each garment gets its own folder under <export root>/Clothes/, holding its pieces, the body it was cut for, its skin weights, its textures and a thumbnail. The folder is named for the pack the garment came in and then the asset (paladin_OA_ma_chest_05_a), because packs reuse asset names; the Clothes list shows the same name. Exporting the same garment again overwrites it. Rescan refreshes the list after you add assets to the project.

Switch
TexturesWrites the material's maps as PNG beside the garment, at up to 4K. This is the slow, large part; turn it off if you only want to check the fit.
The body it was cut forLeave it on. Without it the garment still fits, but it clings where it should hang.
Every skeletal meshAlso lists skeletal meshes that do not look like clothing — mostly bodies, faces and props. Off by default.
Sized outfits. A bought outfit is often made in four body sizes. Export Clothes shows it as one tile marked with its number of sizes and exports every size. In Blender the shelf shows it once, and putting it on picks the size made for the body nearest your character's, among the women's or the men's sizes when the character's DNA says which. Any size fits any character; the size only decides the starting shape.

Putting one on

Open a character, then the Clothes section in the AlphaHuman workspace. On the shelf lists every garment under Clothes in your MetaHuman Source Folder, with a small picture. Click a garment's name to put it on. The folder icon beside the heading opens a garment folder from anywhere else.

Look through n garment(s)... opens the shelf as a window of large pictures. Click one to put it on, or the X at the top right to close it. The window stays inside Blender's own window and takes as many columns as fit there; hover a name to read all of it.

The shelf also tells you when something is wrong:

Creator, Assemble with the Clothes section open: the character-is-wearing header with its buttons, Layers with the hoodie over the jeans, Garment Details, and the shelf below with five garments to put on
The Clothes section: what the character is wearing at the top, the shelf underneath.

Wait for the progress report to finish. The garment is resized and fitted to the character, and then follows the rig when you pose or animate. Skin under the clothes is hidden automatically — see Hiding the skin underneath.

The header row, Wearing, has these buttons, left to right:

Button
Hide Skin Under Clothes (mask icon)Turns skin hiding on or off.
Paint What Is Hidden (brush)Appears while hiding is on. See below.
Fit Again (refresh)Refits the clothes to the current character. A reshape does this automatically.

Hiding the skin underneath

Skin covered by visible clothes is hidden automatically, on both the body and the head (the head mesh includes the upper chest). Hiding turns on with the first garment. Use Hide Skin Under Clothes, the first button on the header row, to turn it off or on; once you turn it off, new clothes leave it off. Skin under the roots of the hair is never hidden.

  1. With hiding on, press the brush button (Paint What Is Hidden). You do not need to select anything first. The clothes become see-through.
  2. A painting row appears with Body and Head. Click one to paint on it. The eye beside each turns that surface off so strokes cannot land on it; one surface must stay on.
  3. Paint to hide skin; Ctrl-paint to bring it back. Strokes are mirrored (turn off X mirror in the Weight Paint header for one side only).
  4. Press the brush button again — it is red while you paint — to finish.
Painting is kept when you turn hiding off and on, press Fit Again, put on another garment or reshape the character. Taking every garment off clears it.

Colour

A MetaHuman garment's colours can be changed. Under each worn garment is one swatch per colour zone — one, two or three, depending on the garment. Drag a swatch to recolour that zone everywhere it appears; the weave, seams and wear stay in place. An outfit with more than one fabric has a row of swatches for each, named after its Unreal material.

Garments from other packs — armour, costumes — are often painted instead: a colour map, a normal map and an ORM map (occlusion, roughness, metal). Those come in with their textures as painted. If the pack recolours through a tint mask, as Polyphoria's armour does, each tinted region takes the colour the Unreal material gave it. These have no swatches on the panel yet; the region colours are nodes named AlphaHuman Tint … in the material, in the Shader Editor.

Under the swatches:

Control
RoughnessHow matte the fabric is.
Sheen WeightThe soft fuzz on cotton and wool.
Specular IOR LevelHow shiny it is — high for a raincoat.
OcclusionHow much of the garment's baked shadow, in its seams and under pockets, darkens the colour.

Everything the Unreal material carried is recorded in cloth.json in the garment's folder, for anyone building their own shader.

Export

Writing files out

The Export section writes the character as a DNA, or as FBX, glTF or USD.

  1. Set an export folder.
  2. Type a Name, or leave it empty to use the character's name.
  3. Choose one or more formats.
  4. Set the options below.
  5. Press Export Files.
Format
DNAThe character as a MetaHuman DNA, with its new shape, expressions and correctives, for Unreal — see A changed DNA back into Unreal. Off by default.
FBXFor Unreal.
glTFA GLB, for other programs.
USDFor Unreal's USD importer, Houdini, Omniverse and other USD pipelines. Its textures go in a textures folder beside it.
Option
AnimationBakes the motion onto the exported skeleton. Off by default; it is slow.
Animation OnlySkeleton and body animation, no meshes, for a character Unreal already has. Face animation is not included.
All LODsWrites every LOD in the scene; off writes only the one on screen. If the character has only LOD0, the section says so.
Split Head / BodyWrites two files, the way Unreal keeps a MetaHuman as two assets.
Exporting animation. This section is for the character. To send an animation take on its own, use Animation → Control Rig FBX or Skeleton FBX.

Import options

Import Options, a closed panel under the main panel, decides how the next character comes in.

With no character in the scene, pick the Head DNA (the Body fills in), choose Parts (Head + Body, Head only or Body only) and press Import DNA. Or drop the .dna on the viewport.

Click a character in Recently opened to open it again. Its × takes it off the list; no file is deleted.

Option
Up AxisZ (Blender) or Y (as authored). Use Z unless you have a reason.
ScaleThe default gives a human-sized character in metres. Leave it.
Bone LengthHow long joints are drawn. Display only.
Skin WeightsLets the skeleton move the meshes. Off imports meshes that nothing moves.
Shape Keys (Blend Shapes)The facial expressions. Slow to import, but off means the face has no expressions.
Shade SmoothSmooth-shades the meshes.

Under After Import:

Option
MaterialsShades the character from its textures straight away.
Control RigBuilds the body control rig. Show Controls shows its handles.
Simple JointsDraws the skeleton as joint spheres instead of Blender bones.
Ask On DropShows these options when you drop a .dna on the viewport. Off by default.
Hair On ImportAsk (default), Import or Ignore the grooms beside the character. The Hair section offers them either way.
Start RigStarts the face rig as soon as the character is in the scene.
Body CorrectivesTurns on the body's corrective shapes.

About

The About section is the first button on the AlphaHuman workspace's section strip. It works without a character in the scene. Read it before writing to support.

The About section: the version and edition line, a licence tick, the maker, and the gear button through to the preferences
The About section on a working install.
The first lineThe name, version and edition. Include both in a bug report.
The makerAlpha Studio. See Support.
The gearOpens the add-on's preferences.

If a compute tool cannot be found, it is listed here in red. The preferences show every place it was looked for.

Preferences

Open Edit → Preferences → Add-ons and expand AlphaHuman Studio. The only field you must fill in is the MetaHuman Source Folder.

ActivateOnly in the copy from our site. Activates this computer for a year with your Alpha Studio account, through a page in the browser (see installing). Near the end of the year it reads Renew for a Year. Your Account opens your account; Remove Licence takes it off this computer.
MetaHuman Source FolderThe folder Unreal's DCC export writes into, with one folder per character. The line under it says how many characters it found. The same field is in the sidebar's Settings.

If a red box says Core tools not found, reinstall the add-on. If the box is still there, send us what it says.

Getting a changed DNA back into Unreal

Whatever you changed in Blender — the shape, the expressions, the body's correctives — goes back into Unreal as a DNA.

Write it out

In the Export section, tick DNA and press Export DNA. You get a head.dna and a body.dna.

Read it back in

Import into a new MetaHuman Character rather than the one you started from, so you can still compare or go back.

The Import tab of Unreal's MetaHuman Character editor, set to From DNA and Replace, with Import Whole Rig ticked
Import → From DNA → Replace, with Import Whole Rig ticked.
  1. Open the new character and go to Import on the left rail.
  2. Choose From DNA along the top.
  3. Set the mode to Replace.
  4. Under Files, set DNA Head and DNA Body to the two files you exported.
  5. Tick Import Whole Rig. It is off by default.
  6. Press Apply.
Do not skip Import Whole Rig. Without it you get the new shape with the old expressions and correctives — none of the fixes you made in Blender come through.

Leave the Body Mesh and Body Joints options underneath at their defaults (all on).

Then assemble, as in step 2. After that it is an ordinary MetaHuman again.

AlphaHuman Studio for Unreal

The Unreal half of the product, a plugin called AlphaHuman Studio. Its panel, AlphaHuman MH Control, poses a MetaHuman in the Unreal editor — the same face board as the add-on, a body picker, symmetry and mirror tools, a pose library and a face camera. It also exports a character's hair and clothes for Blender.

You need it for hair and clothes. The rest is useful on its own. It is a separate download, free: get AlphaHuman Studio for Unreal on Fab, Epic's store. The live link from Blender is AlphaHuman Pro's, with an Unreal plugin of its own.

Everything it offers is in one menu, Tools → AlphaHuman Studio:

AlphaHuman MH ControlOpens the panel.
Export GroomsA submenu with one entry per MetaHuman in the project, then All Characters. See bringing the hair over.
Export Clothes…Opens the Export Clothes window. See getting clothes out of Unreal.
Asset Library…Search, import, update and publish shared wardrobe assets in either direction, even with Blender closed.
Unreal's Tools menu with its AlphaHuman Studio group: AlphaHuman MH Control, Export Grooms, Export Clothes and Asset Library
Everything the plugin adds, at the foot of Unreal's Tools menu.

Install

From Fab. Add the plugin to your library from its Fab page, then in the Epic Games Launcher open Unreal Engine → Library, find it under Fab Library and press Install to Engine for 5.8. Close the Unreal editor first. Open any project; the menu is at Tools → AlphaHuman Studio.

From a setup program. If you were sent one instead, it is called AlphaHumanStudio-<version>-UE5.8-Setup.exe. It installs into your Unreal Engine 5.8 itself, so it is on in every project that uses that engine. Use one or the other, never both.

  1. Close the Unreal editor.
  2. Run the setup and allow it administrator permission — the engine lives under Program Files.
  3. Check the engine folder. The setup finds your Unreal Engine 5.8 — installed through the Epic Games Launcher, or a source build — and fills it in. Next only accepts a 5.8 engine folder; if yours is somewhere else, Browse to it.
  4. Open any project. The menu is at Tools → AlphaHuman Studio.

The plugin goes into <UE_5.8>\Engine\Plugins\Marketplace\AlphaHumanStudio. Running a newer setup replaces the old copy, including one installed under the plugin's old name, MHControlPanel. To remove it, uninstall AlphaHuman Studio for Unreal Engine 5.8 from Windows Settings → Apps.

Remove any copy in a project. A project with its own copy of the plugin in its Plugins folder clashes with the engine copy. When it finishes, the setup lists recently opened projects that still have one — delete that Plugins\AlphaHumanStudio (or older Plugins\MHControlPanel) folder.

To have it in one project only, use AlphaHumanStudio-<version>-UE5.8.zip instead: copy its AlphaHumanStudio folder into that project's Plugins folder. Use the setup or the zip, never both.

It turns on the Unreal plugins it needs if they are off: Control Rig, Level Sequence Editor, Hair Strands, Chaos Cloth Asset and Chaos Outfit Asset.

Engine version. Built for Unreal Engine 5.8, including every 5.8.x hotfix. Other versions need their own build. Do not let the editor rebuild it — the shipped plugin has nothing to build from. Write to support instead.

Using it

Three tabs — Face, Body and Poses — above a dropdown choosing which MetaHuman in the level you are driving. Refresh rescans the level. Face Cam shows a camera in front of the face, and Face Light lights the face with its own spotlight (face cam only).

Face is the same board as in Blender, with Symmetry, Tweakers, Key Sel, Key All, Reset Sel and Reset All. Fit resets zoom and pan. Right-click puts the selected handles back (every handle, when nothing is selected), as on the Blender board; the middle button pans.

Body is the body picker: Select All, Key Sel, Reset Sel, Reset All, Symmetry, Copy L→R / Copy R→L to mirror one side onto the other, Swap Arms, Swap Legs, Swap Upper and Swap Lower, and the Toes, Labels and Show Ctrls toggles.

The Body tab of AlphaHuman MH Control on BP_hugo: the button rows from Select All to Swap Lower with Toes, Labels and Show Ctrls, the body picker with its IK and stretch sliders and finger grids
The Body tab: the same picker as in Blender, driving the MetaHuman in the level.

Poses is a pose library. Filter it by Face, Hand, Body or All. Type a pose name and press Save (for hands, Save L or Save R). On a saved pose, set Blend and press Apply; the × deletes it.

Troubleshooting

What you seeWhat to do
The character imports with flat, plain-coloured skinNo textures came with it. In Unreal, run Download Texture Sources before the DCC export, then export again.
A folder will not open as a characterIt needs head.dna and body.dna side by side.
The character dropdown is emptySet the MetaHuman Source Folder, in Settings or the add-on preferences, to the folder that holds one folder per character.
this character has no LOD0 head mesh to seat hair onImport the character again with Parts set to Head + Body or Head only.
Grooms land wrong, or float off the headImport them again with Retarget From Its Own Character on.
Another character's hair came in, but was not carried acrossImport it from that character's own Grooms folder, not from a copy moved elsewhere.
Cards does nothing on a groomThat groom has no cards; its settings say why. Eyelashes and peach fuzz never have cards. If it says exported before cards were carried, export it from Unreal again.
The floor grid draws through card hairSwitch the cards from Soft to Sorted.
Card hair speckles while you orbitIt clears when the view stops. Or switch the cards to Soft.
A groom is too faint to seeRaise Width on that groom, to around 2. On cards, lower Fullness or raise Strength.
You can see the scalp through card hairLower Fullness.
Hair looks like wire woolIn Blender's render settings, change the curve shape away from lines.
Hair disappears when the animation playsTurn off Hide Hair While Playing.
A second haircut on top of the firstImport again with Keep Guides off.
this garment carries no rest poseExport the garment again from the current Unreal plugin.
A garment on the shelf has a red error iconThe line under it says why. If it mentions the weight file or the vertex count, the folder is damaged; export the garment again.
A garment clings where it should hangExport it again with The body it was cut for on (the shelf shows a broken-link icon).
Skin comes through the clothesTurn on Hide Skin Under Clothes, the first button on the Wearing row. If skin still shows, paint it hidden with the brush beside it.
An arm or a foot is missingPress the brush and Ctrl-paint it back.
that surface is turned off while paintingClick its eye on the painting row.
The painted mask went back to how it wasTaking every garment off clears the painting. Paint again after putting them back on.
A garment has the wrong colour on the wrong partDrag the swatches. Each one recolours its zone.
A boot or a bag came out bentPress Rigid on that garment.
Clothes stayed behind when the character movedCheck the garment is not simply hidden. If not, please report it.
Half the sidebar is missingClick the section icons in the strip under the Character panel: a section shows only while its icon is lit.
A handle shape change did nothingPress Rebuild in Rig Options (the Rig section).
A retargeted clip landed on the wrong bonesThe skeleton is not one retarget knows: Mixamo, UE5 Manny / MetaHuman, UE4 Mannequin, Reallusion CC / AccuRig, Xsens MVN (FBX and BVH), CMU BVH, Poser BVH and Rokoko HumanIK (FBX export). Rename the clip's bones to one of those first.
An FK/IK switch fires at the wrong frame in UnrealRun Make Switches Unreal-Safe before exporting.

Support

support@alphahumanstudio.com

Tell us the Blender version, the Unreal version if the engine is involved, the edition and version from the About section, and exactly what the panel or status bar said.