The From DNA tool builds a character from a source DNA file that uses standard MetaHuman topology and rig definition.
The tool offers two approaches: Mesh Fit creates a standard MetaHuman rig from your DNA, fitting the core skeleton and helper joints and reposing the character to the standard MetaHuman A pose. Replace preserves the current MetaHuman state and swaps in specific body elements.
The From DNA tool is available from the Import tool category in MetaHuman Creator.
To be compatible with the From DNA tool, your source DNA files must use standard MetaHuman topology and a standard MetaHuman UV layout. For fitting, supply a head-only DNA, a body-only DNA, or both, each using standard MetaHuman topology and rig definition. You can produce a source DNA file by rigging a character and using the DCC Export option, then resculpt the mesh and tweak the rig with the MetaHuman for Maya toolset.
Using the Tool
The overall flow for the tool is:
Load one or more DNA files.
Choose how the imported data maps onto your character.
Click Apply at the bottom of the panel to generate the result.
Learn more about individual properties in the Tool Settings section of the page.
Mesh Fit
Use Mesh Fit to create a MetaHuman standard rig from your source DNA. Specify a Body DNA, a Head DNA, or both, configure the alignment and advanced options (see Tool Settings), then generate the rig. Your mesh is used to fit the core skeleton and helper joints, and the character is reposed to the standard MetaHuman A pose.
Replace
Use Replace to keep the current MetaHuman Creator state and replace only body elements. Replacement applies to body elements only; it does not regenerate the rig.
Replace the Neutral Mesh: The underlying core joints stay identical. You can keep the helper joints and lock the skeleton, or refit them to the new mesh.
Replace the Skeleton: Replace the entire skeleton, or replace only the core body joints while helper joints align to the current MetaHuman surface.
Import Whole Rig: Completely replace the rig one-to-one from the DNA file, also importing skin weights and RBF poses. This produces a fixed, non-editable body. You can later remove the rig and use the Head & Body parametric fit.
Workflow Tips
If you only need a one-to-one copy of the DNA rig, enable Import Whole Rig. If you want to keep editing your character, leave Import Whole Rig off and use the Replace options to update the body mesh and/or body joints.
Tool Settings
The available settings depend on the workflow you choose.
Mesh Fit Properties
Specify a source Body DNA file, a source Head DNA file, or both for a full character. In each case, the DNA file should contain a character that uses standard MetaHuman topology and rig definition.
| Property | Description |
|---|---|
DNA Head | Load the head source DNA file. |
DNA Body | Load the body source DNA file. |
Control how the head aligns to the body with the Head Options.
| Property | Description |
|---|---|
None | Use the input as-is. To apply no alignment of head to body, turn off all the align checkboxes. |
Align Scale | Scale the input mesh to optimally align with the current body. |
Align Rotation | Rotate the input mesh to optimally align with the current body. |
Align Translation | Translate the input mesh to optimally align with the current body. |
Use the Advanced options to fine-tune joint estimation and how the head and body meet at the neck seam.
| Property | Description |
|---|---|
Estimate Joints From Mesh | For the body, turn this on to estimate the joints volumetrically from the mesh. Useful for more stylized characters. |
Isolate Head From Body | When fitting to a head or body mesh that does not align with the current state in MetaHuman Creator, choose whether the neck seam is "glued" between the body and head. When enabled, the neck region of the head mesh is not blended to match the neck seam of the body: a clear neck seam is visible, but the head mesh stays 100% 1:1 with your source mesh. |
Replace Properties
Replace mode uses the same file imports, DNA Head and DNA Body. Use Import Whole Rig to bring in a complete rig from the DNA file. The property is available only when importing from a DNA file, because the DNA file contains skin weight and RBF pose data.
DNA Head | Load the head source DNA file. |
DNA Body | Load the body source DNA file. |
Import Whole Rig | Imports mesh, joints, RBF, and skin weights from the DNA file, resulting in a fixed, non-editable body type. A default head is fitted to the body at the neck seam. |
Enable Import Whole Rig when a one-to-one representation of the rig in the DNA file is required. Importing a DNA with this option enabled creates a fully rigged character that cannot be edited. You can later remove the rig and use the Head and Body tool to perform the parametric fit.
Removing the rig in MetaHuman Creator (to unlock other editing controls) may cause information imported from the DNA file to be lost when the character is re-rigged.
If you leave Import Whole Rig off, the Replace options unlock and you can replace the body mesh and/or body joints in a similar fashion to a static mesh or skeletal mesh.
Body Mesh
Use the Body Mesh options to update the mesh while keeping your existing joint hierarchy.
Replace Mesh | Updates the mesh vertex positions in the current MetaHuman Character from the source Body and (optionally) Head mesh. The head mesh is used only for the neck area. This does not regenerate the core joints. |
Auto Rig Helper Joints | Choose whether to refit the helper joints to the new mesh. Use this to update the neutral mesh while preserving the joint hierarchies, providing compatibility with existing animation databases or retargeting systems. When enabled, helper joints are repositioned to best fit the updated mesh and RBF weights are recalculated. When disabled, only the mesh is updated; all joints and RBF weights remain unchanged. |
Body Joints
The Body Joints options are enabled only when your source assets are skeletal meshes; they are not available for static mesh sources.
| Property | Description |
|---|---|
Replace Body Joints | Imports joints from the source Body skeletal mesh. Updates the core (animation) body joints. |
Import Helper Joints | When enabled, all joints are imported from the source and the appropriate RBF weights are calculated. When disabled, only core joints are imported from the source; helper joints and RBFs remain unchanged from the current MetaHuman state. |