Coming from Unreal Engine 5.5, the structure of a MetaHuman body in a Maya scene created by Quixel Bridge has changed to support DNA workflows. The most notable changes are:
The removal of the driver skeleton.
Moving the swing and twist logic to SwingTwistEvaluator nodes in place of a custom Maya node network.
Full list of changes can be found here.
This process aims to convert a pre-existing MetaHuman scene that contains UERBFSolver nodes into a scene that is compatible with the DNA file format.
This conversion process will not introduce any new Unreal Engine 5.6 features and will not allow users to import the DNA into MetaHuman Creator in Unreal Engine. Please refer to the RigLogic section of the export documentation for more information.
The process can be launched from the Tools > Convert Legacy MetaHuman Scene to DNA menu in the main Pose Editor window.
This process is destructive and it is important to back up any scenes before running the conversion process. It does not support custom Maya rigging elements, constraints, node networks, etc, and any present in the scene may cause issues during the conversion process.
All legacy scenes do not contain the new swing and twist setup and this process will not keep the legacy setup. To include swing and twist, ensure that “Generate Default Swing Twist Setup” is checked.
The process will go through the scene, calculate the RBF solvers against the bind skeleton and export the bind skeleton, geometry, skinning, RBF and swing/twist data to a DNA file.
Lastly, it will create a fresh Maya scene and import the new DNA file, unpacking the RBF and Swing/Twist to UERBFSolver nodes and SwingTwistEvaluator nodes.