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This toolset allows you to convert your character into Metahuman rigging. It works with any character, regardless of the type. All tutorials are available on YouTube, and anyone can watch them. This package includes tools for high-quality mesh editing, generating all LODs, DNA editing, and Metahuman body rigging setups.
Character Model by -NextUpgrade3D-
TunaMetaPack All Tutorials Link
We are pleased to announce the release of the tunaMetaPack, developed in-house by our team.
This tool is part of our proprietary suite, tunaTool, and was previously used internally for our ‘Customized Metahuman‘ services. Now, we are excited to make this toolset available to users.
The tunaMetaPack allows users to replace any character they have with Metahuman rigging, without restrictions. We provide a Maya application tool that facilitates this, and have included tutorials that cover the entire process—from the initial retopology stage to transferring the assets into the engine.
All functions that metahumans can operate are possible, including metahuman animator, liveLink Facial, etc.
The video below shows various function tests.
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This tool supports Maya versions 2022.4, 2023, 2024, 2025. You must install Bifrost to maya at least version 2.7.0.1 or higher
We have successfully tested it on all engine versions. UE 5.3 – DNA(2.1v), UE 5.4 – DNA(2.1v), UE 5.5 – DNA(2.1v), UE 5.6 – DNA(2.1v)
We currently support the latest version of DNA UE 5.6 (Metahuman For Maya). If you worked with the old DNA (2.1v) method, it will also work in Unreal 5.6.
when you install this packages, do not use VPN, or IP bypass please, This is because the python package must be installed via the Internet during the installation process. also license check is the same.
TunaMetaPack Installation Guide Link
This tool operates on a personal license basis, with the principle of issuing one license per PC. Since it is based on a nodelock system, the tool will only function on a single PC. Once you receive your serial key, you will need to register your account information within the tool to enable usage.
For companies, the use of personal licenses is strictly prohibited under any circumstances.
A temporary license will be activated for 24 hours from the first time you start the tool. You can then register the license you received via email.
For inquiries regarding company licenses, please contact us at contact@tuna-rig.com.
The license is regularly checked by our server and unauthorized copying and resale are strictly prohibited. In case of unauthorized copying, the IP address can be tracked.
Before making a purchase, please ensure that you review the tutorial first. The tool may not align with your workflow or working style. Refunds will not be issued for simple changes of mind.
The characters included in the tutorial are not for sale. These characters were purchased from CGTrader(NextUpgrade3D). While the tool promotion is based on the use of this character, the character model data itself and the pricing of our tool are completely unrelated.
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The toolset includes the following components:
Epic Games’ Metahuman continues to be beloved by many users and is utilized in various applications. However, when it comes to customization, there are still significant limitations when converting a user’s existing character directly into a Metahuman. we are now ready to release it.
We aim to provide users with a pipeline that allows them to convert any bipedal humanoid character into a Metahuman rig. There are no restrictions—character proportions, initial joint angles, poses, or appearance don’t matter. We have detailed the entire conversion pipeline in a tutorial, covering every step from start to finish.
We hope these tools will empower you to achieve convert your character to metahuman rigging goals with ease and flexibility.
To help you convert your custom character mesh into Metahuman topology, we’ve included a tutorial on how to properly perform this conversion using R3DS Wrap. Although this part is independent of our tools, the tutorial is designed to be accessible so that anyone can learn and apply these techniques.
By using the meshWarp feature in our tunaMetaPack, users will learn how to warp another meshes and quickly modify meshes, automatically generate LOD meshes, create additional meshes (e.g., eyelashes, eyeballs), and convert low-polygon meshes into high-polygon ones.
The latest version of tunaMetaPack includes the convertMesh function.
This function allows you to convert models like 3D ScanStore or DAZ Genesis9 into metahuman topology in one click.
After conversion, users can further modify the converted mesh using various meshWarp features.
With the metahumanSet feature in tunaMetaPack, users will learn essential techniques for Metahuman body rigging, including joint setup. You’ll also discover how to use both Epic Games’ tools, such as Pose Wrangler, alongside our metahumanSet to correct RBF Pose joints. Additionally, the tool will guide you through head rigging connections and various other critical steps.
MetahumanSet now supports both Newest and Legacy modes.
Newest mode supports body DNA files, which are supported in Unreal 5.6 and later, and offers a slightly different pipeline than the legacy mode.
For more information, refer the update notes for tunaMetaPack 1.4 and newest tutorials.
The Ultimated DNA Editor in tunaMetaPack allows users to modify nearly every aspect of Metahuman DNA. You can view all DNA data which has hidden from the DNA Viewer but also make extensive changes to DNA data. This includes swapping your mesh, adjusting joint movements in rig logic, and replacing or adding blendShapes for any LODs. We’re also update to allow users to insert custom Rig Logic into the DNA—enabling you to incorporate your own rig logic instead of using Epic Games’ default Metahuman logic.
While the tools and pipeline we developed may be slower than other one click type external tools, we are confident that we offer greater accuracy in rigging process.
Experience is integral to every process, and with experience, time efficiency improves. We hope you can embed the true essence of your character through precise rigging. We have great respect for all artists and your work.
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Ultimated DNA Editor 2.0v
* bug exists in the ‘lowerarm_l_in_110’ and ‘lowerarm_r_in_110′ poses in DNA save fixed
* ML joint match bug fixed (PSD targets bug related to jaw_open)
TunaMetaPack_Tutorial Guide Map’ Document included
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Supports MH.6 (DNA 2.5v), used in the Metahuman Creator in Unreal version 5.6, starting with tunaMetaPack 1.4v.
* The existing supported DNA files were managed in folders by version. Please note that the folder names have changed, so do not get confused.
DNA file path :/Documents/tunaRig/data/dna_files
Old DNA -> DHI_old
Latest DNA -> MH.4
The DNA files in the MH.6 folder are the most up-to-date DNA files supported by the MetaHuman Creator in Unreal 5.6. Just keep in mind that this DNA file only works in Unreal 5.6.
* Support Daz Genesis9 Body Model automatic topology conversion in Convert Mesh function
* Support Daz Genesis9 split mesh (body, head) for skinning & templates
* Convert mesh template combobox bug fix
In newest mode, the pipeline has been completely changed as the body rig no longer includes nodes related to the poseWrangler tool or the RBF solver and is managed separately as a DNA file.
* Divided into two versions: legacy (UE 5.5 or lower) and newest (UE 5.6 or upper)
* Template folder division according to legacy and newest versions
* Supports a function that automatically reads the current body rig’s DNA and opens the DNA Editor. (newest mode only)
* Added Import Head Rig button, which automatically loads the head rig scene file itself and attaches it to the current skeleton with skin data. (newest mode only)
* Added Delete Head Rig button, cleanly removes the head rig currently in the scene (support newest, legacy mode both)
* Body Angle Set related function angle related bug fix
* Add templates from the existing version to match the newest version
The concept of RBF Solver that existed in body rig has been implemented within DNA.
So body rig also could be edited through the DNA Editor, and also display the RBF-related data inside the DNA.
* Support MH.6 DNA(2.5v) file for Unreal 5.6 Metahuman Creator
* Added Menu -> Upgrade DNA Version tool.
This feature automatically converts the user’s desired DNA into the corresponding DNA version through sample DNA. The items converted are as follows:
-All LOD Geometrys
-All Logic Behaivor joints movements
-All Logic Behaivor BlendShape delta data
-All Animated Map data
* Added ML Match Joints Tools
This feature automatically places joints into the final shape of your desired rig logic using Epic Games’ machine learning model.
Joints which transforms are not changed during ML operations are excluded from application.
* Added Weight Logic tool to Behavior tab
This function applies weight to the movement of selected joints based on the rig logic selected by the user.
* Metahuman for Maya’s embedded RL4 plugin reconnects the head when replacing a DNA path.
so, prevents the head joint from being disconnected when a namespace is attached during a save DNA operation.
* List of rig logic associated with RBF solvers in the Behavior tab and modify the related joints.
* Add Tools UI configuration group in Geometry tab
* Add DNA files from the existing version to match the latest version
* Added a button to open Epic Games’ Metahuman Character Assembler
* Added display of DNA version (DB name) to Descriptor tab
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Built-in Metahuman for Maya tool from Epic Games.
The old existing DNA Viewer is still usable, and if the Metahuman for Maya plugin is not activated, force-delete the existing Quixel Bridge plugin. (Plugins with the same name may cause conflicts.)
To ensure proper activation of the Metahuman for Maya plugin, the plugin list of the old DNA Calibration Library has been forcibly excluded
And the Metahuman for Maya plugins will be compatible with all maya versions and also works DNA Viewer.
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Through Rig Manager, users can create their own skeleton hierarchy configuration set and manage the sequence reorganization according to the situation.
When using the existing DNA Viewer, change the assemble_script and gui name to match the version.
additional_assemble_script_latest -> additional_assemble_script_MH4
additional_assemble_script_old -> additional_assemble_script_DHI_old
gui_latest -> gui_MH4
gui_old -> gui_DHI_old
*A_RIG_UTILS – Added Match Matrix To Replaced Objs feature
*B_METAHUMAN_UTILS – Auto Match selected Mesh To All scene mesh
Find and change all meshes with the same vertex count in the scene based on the currently selected mesh.
*B_METAHUMAN_UTILS – Added clear body layers feature
* A tool that automatically helps set up metahuman rig to match the metahuman structure of Unreal 5.6.
This tool, unlike the older metahumanTools_autoSet, only works with Unreal 5.6 or later.
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* Support Maya 2025 & bug fixed
* Support Maya 2025 & bug fixed
* Support Maya 2025 & bug fixed
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* Added convertMesh function (compatible with 3D Scan Store mesh and metahuman mesh)
* Added convertMesh related template
* wrist, ankle upvector applicable, and related template update
* Added set body angle feature (Customize the angle of each joint of the rigged character to the desired template)
* Added 3D Scan Store mesh-related skin xml file template
* DNA save function path related bug fix
* add, edit psd logic upgrade related features
* Animated map related function tab added
* Joint rotate value is also applied to DNA initial joint transform
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licenseCheck 1.1v
* During the licensing process, check again 5 times the internet connection related issues and also report errors.
TunaUtils
* moudle name changed(found that the name utils is also used by other users.)
MetahumanSet 1.4v
* Added ability to set template folder path
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License | Personal, Company |
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