The Blender addon for completely customizing MetaHuman characters. Skalin DNA Studio rebuilds the complete MetaHuman inside Blender from its DNA files — every mesh, every LOD, both skeletons — and lets you change nearly everything: sculpt, blend shapes, expressions, RBF correctives, skeleton. Then it writes a valid DNA file straight back to Unreal Engine. No Maya. No account.
The DNA file is the ground truth. Skalin DNA Studio never invents its own character format — every import reads Epic\u2019s own RigLogic data, and every export is a format-faithful transformation of the file you started from. That is why exports rebind materials, morphs and rig behavior in Unreal without manual repair.
Installation is the zip and a restart — prebuilt RigLogic bindings ship inside the extension. No account linking, no compiling, no external servers.
A full customization studio for MetaHumans, inside the tool you already sculpt in. Nearly everything the DNA defines is yours to change — and the paid version holds nothing back.
Open a MetaHuman’s DNA files — or drag them into the viewport — and the complete character is rebuilt in Blender: every mesh, every LOD, both skeletons, materials with Unreal’s exact slot names. Export writes a valid DNA file plus per-LOD FBX that drop straight into the engine.
Build the 2D facial control board and enable the Control Rig: live RigLogic evaluation inside Blender, exactly as in-engine. Drag a control, watch the face respond — it’s both your verification tool and your posing tool.
Activate a blend shape target and sculpt the posed shape at full strength — Skalin DNA Studio maintains the delta and handles Unreal’s morph-target naming for you. Head, teeth, cartilage and eyes are all editable, and any mistake is one Restore-from-DNA away.
Open any facial expression, and only the bones it drives remain. Move them, press Apply — the rig math is solved exactly and written into the DNA. What a smile does is now yours to define.
Edit the pose-driven corrective bones that fire as limbs and neck rotate: the bulges, twists and volume-preservers. Selecting a pose drives the limb to that exact sample; edit, apply, symmetrize — with safe revert per pose or wholesale.
Per-joint-pair mirroring that is DNA-correct for both the face and the behavior-mirrored body skeleton — Blender’s built-in X-mirror is not safe on these rigs; this is. Mesh symmetrize keeps neutrals perfect while shape keys follow.
Move joints in Edit Mode with DNA-correct mirroring, then Conform to Mesh refits the armature onto your sculpt. Bone collections — Base, Twist, RBF, facial hierarchy levels — keep hundreds of joints findable.
Preview skin, official wireframe topology and the animated wrinkle-map system — on materials named exactly like Unreal’s slots, so exports rebind cleanly. Author your own wrinkle textures against built-in reference poses and ship them with Export Textures.
All work happens on protected edit meshes, with head and body welded into one seamless skin so the neck can’t split. One Synchronize conforms every LOD, snaps the neck seams, transfers blend shapes and welds normals — the originals stay safe until you say so.
Drag the handle. Same DNA file, same topology, same rig — different character.
Characters customized in Blender, rendered in Unreal Engine. Click any image on the live site to view full size.
Three stages between a stock MetaHuman and your character in-engine. No detours through Maya, no cloud round-trips.
Point Skalin DNA Studio at a MetaHuman DNA file. Head, body, skeleton and channels come in ready to edit.
Edit blend shapes, correctives and the skeleton with Blender's full toolset. Mirror, symmetrize, isolate, preview.
Synchronize back to DNA — normals included — and load in Unreal Engine 5.6+. Channels drive exactly as authored.
Watch the trailer, then follow the tutorial series to go from install to a customized MetaHuman driving in Unreal Engine.
Perpetual license for the current major version, all v1.x updates included. Full feature set in every tier — the price buys seats, not features.
Solo artists, freelancers and hobbyists
1 seat · perpetual · commercial use
Small studios and indie teams
up to 5 seats · perpetual · commercial use
Studios and larger production teams
unlimited seats · perpetual · commercial use
The manual covers the full path: installing the Blender extension, setting the bindings folder, loading your first MetaHuman DNA file, the sculpt and RBF workflows, and the exact Unreal Engine import settings that keep your normals intact.
Yes. Skalin DNA Studio reads and writes MetaHuman DNA files natively inside Blender, so you can sculpt blend shapes, edit the skeleton and author RBF corrective poses without Maya or any other DCC — then load the edited DNA in Unreal Engine 5.6+.
Install Skalin DNA Studio as a Blender extension (Install from Disk), restart Blender, and open your head and body DNA files — you can even drag them into the viewport. Every mesh at every LOD, both armatures and slot-correct materials are built automatically. The documentation walks through it step by step.
No. The entire MetaHuman customization workflow — DNA editing, blend shapes, correctives, skeleton — happens inside Blender with Skalin DNA Studio.
Skalin DNA Studio supports Blender 5.2+ and Unreal Engine 5.6–5.8 on Windows x64. The full pipeline — sculpts, blend shapes, expressions, RBF correctives, DNA and per-LOD FBX export — is verified end-to-end in UE 5.7. The supported character source is the in-engine MetaHuman DCC export (UE 5.6+).
No. Every tier is a one-time purchase with a perpetual license for the current major version, including all updates within it.
No. Skalin DNA Studio installs like any other Blender extension, obtained through an approved marketplace. Direct checkout will be added later. Prebuilt RigLogic bindings ship inside the zip — no account linking, no compiling, no external servers.
Yes — Skalin DNA Studio is distributed under the GNU GPL-3.0-or-later, the standard license of the Blender addon ecosystem. Purchasing grants you the software and its full source; what you pay for is the maintained product, updates and support.
Yes — every tier includes commercial use of what you create. Your use of MetaHuman assets themselves remains governed by Epic Games' MetaHuman license terms.
Skalin builds production tools out of production problems. Everything we ship has survived real projects before it reaches a store page.
MetaHuman customizer for Blender. DNA editing, blend shapes, RBF correctives, skeleton tools.
Further Blender and Unreal Engine production tools are in the works. Write to us and tell us what your pipeline is missing.
Skalin is an independent studio based in Malta. Mail goes to the person who wrote the code.
For support, licensing, feature requests or anything else, email Victor directly. For technical issues, include your Blender and Unreal Engine versions.
victor@skalin.org