The MetaHuman
production suite.

Across Blender and Unreal Engine.

Shape characters, refine their DNA, animate and dress them, and bring them back to Unreal through one connected workflow.

Products

Two MetaHuman portraits rendered in Blender Cycles with skin and hair materials
BLENDER EXTENSION

AlphaHuman StudioStandard FREE · 2 MONTHS

Your MetaHuman, fully at work in Blender.

Free for two monthsFrom the day you sign up, for personal use.
Get Standard free
  • Character Modeler & DNA editing
  • RigLogic face rig & body control rig
  • Mocap retarget & foot cleanup
  • Groom import & clothing fit
  • DNA, FBX, glTF & USD export
A cast of five MetaHumans on their control rigs in one Blender scene
BLENDER EXTENSIONNEW

AlphaHuman StudioPro Early Access

Extend the workflow across your production.

$99 in Early AccessThe price rises at 1.0; yours does not. Every 1.x update included.
Individual$99Buy it now ↗
StudioSoonAfter Early Access
  • Scan wrapping & high-detail sculpting
  • Expression wrinkle maps
  • Cloth, hair & soft-tissue dynamics
  • Live link to Unreal & Live Link Face
  • Cast, wardrobe & animation libraries
AlphaHuman Studio's face board and face camera controlling a MetaHuman in Unreal Engine
UNREAL ENGINE PLUGIN

AlphaHuman StudioUnreal Companion FREE PRO

Character tools on the Unreal side.

On Fab, in two editionsPlugins for Unreal Engine 5.8: Standard is free, Pro is $19.99.
  • MetaHuman face control board
  • Body control picker
  • Dedicated face camera
  • Groom export for Blender
  • Clothing export for Blender
AlphaMocap: a person in a video, the same pose on AlphaMocap's mannequin, and on a MetaHuman
BLENDER EXTENSIONNEW

AlphaMocapMotion capture from video FREE BETA

Previs from one video: film a person, capture the motion, put it on your MetaHuman.

Free betaA Blender add-on for previs, free and offered as is.
Get AlphaMocap free
  • Capture from an ordinary video
  • Motion library in Blender
  • Travel, Plant Feet & Physics
  • Send to AlphaHuman Studio

ALPHAHUMAN STUDIO / THE CONNECTED WORKFLOW

From your MetaHuman.
Through your entire production.

Start with a MetaHuman in Unreal. Make it your own in Blender. Carry the character and your work back.

A MetaHuman rendered in Blender with its imported strand hair and skin materials
01 / CHARACTER Your MetaHuman. In Blender.
AlphaHuman Studio's face control board
02 / FACE BOARD Driven by RigLogic
The hand-drawn AlphaHuman body picker, with controls following the body's silhouette
03 / BODY PICKER Full body control, at a glance
A MetaHuman smiling in Blender, with the AlphaHuman Studio controls open
BLENDER / A MetaHuman on its RigLogic face rig, with character tools beside the viewport.
AlphaHuman Studio's face board and face camera controlling a MetaHuman in Unreal Engine
UNREAL ENGINE / The companion plugin's face board and dedicated face camera.
  • 01 RigLogic face rig
  • 02 DNA editing & export
  • 03 Blender + Unreal tools
  1. 01 / UNREAL

    Bring it in

    Export DNA, textures, grooms and clothes with the Unreal companion plugin.

  2. 02 / BLENDER

    Make it yours

    Sculpt the character, edit expressions and correctives, and write a new DNA.

  3. 03 / BLENDER

    Build the performance

    Animate the face and body, retarget mocap, and fit the character's hair and clothes.

  4. 04 / UNREAL & RENDER

    Take it to the shot

    Render in Blender or export DNA and animation for Unreal. Add a live link with Pro.

Blender extension + Unreal companion plugin. Choose your tools

ALPHAHUMAN STUDIO / FOUR CONNECTED SYSTEMS

Dedicated to every part
of your MetaHuman.

Character, performance, wardrobe and engine integration. Built around MetaHuman DNA and the way you work.

A MetaHuman's body and face being reshaped in the Character Modeler
CHARACTER MODELER / Shape, proportions and identity

01 / CHARACTER & DNA

Make the character.
Keep the MetaHuman.

Sculpt the face and body in Blender, refine how expressions deform, and write your changes into a new MetaHuman DNA.

  • Shape & identityMulti-resolution sculpting, proportions and character mixing.
    Standard
  • Expression & DNA editingExpression graph, corrective poses and DNA export.
    Standard
  • Scans & fine detailCustom Model wrapping, high-detail sculpting and wrinkle maps.
    Pro
Explore character tools
The face control board beside a posed MetaHuman face in Blender
FACE CONTROL / Epic's RigLogic running in Blender

02 / RIG & ANIMATION

A face that performs.
A body you can direct.

Work with the RigLogic face rig and a full body control rig. Put motion capture on the controls, with automatic foot contact cleanup.

  • Face & body controlsFace board, body picker, IK/FK and pose tools.
    Standard
  • Mocap retargetingMixamo, BVH, Manny, Xsens and CC; fingers and foot cleanup.
    Standard
  • Performance toolsLive Link Face, editable footprints and an animation library.
    Pro
Explore animation tools
The same garment fitted to two different MetaHuman body shapes
WARDROBE / Garments fitted to the character's body

03 / GROOM & WARDROBE

Its own hair.
A wardrobe that fits.

Bring grooms and garments over from Unreal. Seat hair on the scalp and fit clothes to the body, with their materials ready for Blender.

  • MetaHuman groomsStrands or cards, with the character's own colours.
    Standard
  • Garment fittingSkeleton-based fitting and editable hidden-skin masks.
    Standard
  • Wardrobe & dynamicsLayered clothing, cloth simulation and hair physics.
    Pro
Explore wardrobe & dynamics
The Unreal companion plugin's face controls and camera views of a MetaHuman
UNREAL COMPANION / Face board and face camera

04 / UNREAL WORKFLOW

Two applications.
One character workflow.

A dedicated Unreal companion connects the two sides of production, from exporting character assets to posing MetaHumans in the engine.

  • The Unreal companionFace board, body picker, groom and clothing export.
    Free on Fab
  • DNA & animation exportWrite DNA and export Control Rig or Skeleton FBX takes from Blender.
    Standard
  • Live animation linkDrive the MetaHuman in Unreal while you animate in Blender.
    Pro
Explore the Unreal plugin

Standard is free for two months; Pro is in Early Access. The Unreal companion is a separate plugin.

FROM THE ACTUAL TOOLS

From the rig to the final frame.

MetaHuman skin, eyes and strand hair, rendered in Cycles. The same suite opens up the expressions behind the face.

Two MetaHuman portraits rendered in Blender Cycles with skin and hair materials
CYCLES Character materials, ready to render.
The editable MetaHuman expression graph in AlphaHuman Studio
DNA EDITOR The expression graph, open to you.
COMPLETE TUTORIAL / 35 MIN

SEE THE WORKFLOW

Every Standard tool,
in one video.

Install it, bring a MetaHuman into Blender, pose the body and the face, then mocap, hair, clothes, the Character Modeler, expressions, correctives, lighting and export.

ALPHAMOCAP / FREE BETA

Motion capture
from video.

The whole beta in ten minutes: install, capture, the library, clean-up, sending a take to AlphaHuman Studio Standard, and export.

AlphaMocap: a person in a video, the same pose on AlphaMocap's mannequin, and on a MetaHuman

BEFORE YOU START

Made for your
MetaHuman workflow.

PLATFORM
Windows 10 / 11 · 64-bit
BLENDER
5.2 or newer
UNREAL ENGINE
5.8 · MetaHuman plugin

Use MetaHumans you create in Unreal Engine. Characters and asset libraries are not included.

Where do I start?

Create a MetaHuman in Unreal Engine 5.8 and export its DNA. Install AlphaHuman Studio Standard in Blender 5.2 or newer. Add our free Unreal companion plugin to export the character's hair and clothes. The Standard manual walks you through the setup.

Does it use the MetaHuman face rig?

Yes. Epic's RigLogic evaluates the MetaHuman face rig in Blender. AlphaHuman Studio also provides a body control rig, a face board, a body picker and tools to edit expressions and export DNA.

How is Pro different?

Pro adds scan wrapping, high-detail sculpting, wrinkle maps, cloth and hair dynamics, skin contact and jiggle, Live Link Face, a live link to Unreal and tools for a cast, wardrobe and animation library. Pro is in Early Access; see the feature comparison.

What does Early Access mean for Pro?

Pro is ready for real work and still growing. Buy it now for $99 and every update up to and including 1.x is yours at no extra cost; the price rises when Pro reaches 1.0, and yours does not. Features may still change while it grows, so keep backups. Early Access is for individuals; the Studio licence for companies comes after it. See the Pro page.

Is Standard free?

Standard is free for two months from the day you sign up for an Alpha Studio account, for personal, non-commercial use, with updates included during that period. To keep it, or for commercial work, buy it: Individual $49, or Studio $149 a seat for a company with US$100,000 or more in yearly revenue. The free Unreal companion is available separately on Fab.

Can I take my work back to Unreal?

Standard can write an edited MetaHuman DNA and export Control Rig or Skeleton FBX animation for Unreal. Pro adds a live animation link from Blender to Unreal. Available export formats also include glTF and USD.