While Pose Editor gives the freedom to change everything, in order to import the resulting DNA file back into MetaHuman Creator, it is only possible to update the pose joint positions and the skinning. Any deviation in joint count, solver count, pose count, geometry topology or swing twist count will result in issues when attempting to import.
DNA Export Options
The export process can be launched from the File > Export to DNA menu in the main Pose Editor window.
| Export Option | Description |
|---|---|
Export Geometry | Exports meshes to the DNA file. By default, it will export all the meshes in the scene. Exporting geometry will also export skinning, UVs and mesh normals. |
Export Selected Geometry | Limits the geometry export to only use the selected meshes from the outliner in Maya. |
Export RBF | Exports RBF solvers to the DNA file. By default it will export all the solvers found in the scene. |
Export Selected RBF Solvers | Exports a subset of RBF solvers that have been selected in the Pose Editor window. |
Export Swing/Twist | Exports all the SwingTwistEvaluator nodes found in the scene to their corresponding swing and twist setups. |
It is not possible to export a DNA file without a skeleton.
Conforming DNA in MetaHuman Creator in Unreal Engine
MetaHuman Creator has strict requirements on what can be changed.
When importing the DNA into MetaHuman Creator, ensure that “Import Whole Rig” is checked, otherwise any edits to the RBF or Swing/Twist setups will be lost.
Importing FBX and DNA for RigLogic in Unreal Engine
It is possible to utilize RigLogic for RBF and Swing/Twist to change and create custom setups, however the import process requires that an FBX file be exported as well as the DNA.
Once in Unreal Engine, import the DNA file onto the Skeletal Mesh by right-clicking in the Content Browser and selecting MetaHuman DNA > Import New DNA File.
Then, ensure that the asset uses an animation blueprint that contains an AnimNode_RigLogic. The attached DNA file will evaluate it.