Panel Reference

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Every panel of the plug-in, one page each: what it is for, what it looks like, and every control it draws.

This page is generated from the plug-in's own registry by tools/guide_panels.py. Regenerate it after the registry changes.


1. MetaBridge DNA

Panel key: main

The MetaHuman assembler: point at a folder of MetaHumans, list the characters in it, and build one into this scene - then the face rig's own frame and the mGear rig's.

MetaBridge DNA

MetaHuman Assembler

Buttons

Button Runs
Refresh Character List mmb_mh_scan_dir
Re-Assemble mmb_mh_assemble
Assemble mmb_mh_assemble
New mmb_mh_new
Load Head DNA... mmb_load_head_dna
Load Body DNA... mmb_load_body_dna
Activate Slot mmb_mh_activate_slot
Toggle Face Rig mmb_toggle_face_rig_slot (not ported yet)
Delete Slot mmb_mh_delete_slot
Relink DNA mmb_relink_dna

Settings

Control Type Default Range Stored as
MetaHumans Directory Text — — ml_mh_dir
Head Checkbox on — ml_mh_load_head
Body Checkbox on — ml_mh_load_body
Textures Checkbox on — ml_mh_load_textures
LOD Number 0 0 – 7 ml_lod_level

Lines the panel draws

  • MetaHumans Directory:
  • Set directory above and click
  • to scan for MetaHuman folders
  • Assembled Characters:

Face Rig

Buttons

Button Runs
Append GUIArmature mmb_append_gui_armature (not ported yet)
Toggle Face Rig mmb_toggle_face_rig_slot (not ported yet)

Rigify Body Control Rig

Buttons

Button Runs
1. Build Meta-Rig mmb_build_metarig_only (not ported yet)
2. Generate Control Rig mmb_generate_rig_only (not ported yet)
Remove Retarget mmb_remove_retarget (not ported yet)
3. Apply Retarget mmb_apply_retarget (not ported yet)
Unlink Head Rig mmb_unlink_head_rig (not ported yet)
Link Head Rig mmb_link_head_rig (not ported yet)
Toggle RBF Correctives (Body) mmb_toggle_body_correctives_rbf (not ported yet)
Body Correctives: none in this DNA mmb_toggle_body_correctives_rbf (not ported yet)
Show RBF Controls mmb_show_rbf_controllers (not ported yet)
Hide mmb_hide_rbf_controllers (not ported yet)
Import FBX Animation... mmb_import_fbx_animation (not ported yet)
Remove Control Rig mmb_remove_cloud_rig (not ported yet)

Settings

Control Type Default Range Stored as
Driver Bone Menu — built at run time ml_rbf_driver
["rbf_influence"] List — — ["rbf_influence"]

Lines the panel draws

  • Rigify: enabled
  • Rigify: NOT enabled
  • Pick a driver bone above, or select a control and leave it on Auto
  • Active RBF Controllers:

Additional Options

Buttons

Button Runs
Toggle IK Stretch mmb_toggle_limb_ik_stretch (not ported yet)
Toggle Heel Pivot mmb_toggle_foot_spin_pivot (not ported yet)
Toggle Finger IK mmb_toggle_finger_ik (not ported yet)
IK to FK mmb_finger_ik_fk (not ported yet)
FK to IK mmb_finger_ik_fk (not ported yet)
Snap Fingertip Targets to Pose mmb_snap_finger_ik (not ported yet)

Settings

Control Type Default Range Stored as
'["%s"]' % _crb._FINGER_IK_PROP List — — '["%s"]' % _crb._FINGER_IK_PROP

Lines the panel draws

  • Per-finger (0 = joints, 1 = fingertip)
  • Assemble body first
  • Enable Rigify: Edit > Preferences > Add-ons
  • Search 'Rigify' → Rigging: Rigify → Enable

RNA

Buttons

Button Runs
Re-Auto Link mmb_re_auto_link (not ported yet)
Clear All mmb_clear_manual (not ported yet)
Print Full Map (console) mmb_print_gui_map (not ported yet)

Settings

Control Type Default Range Stored as
View Menu DNA DNA = DNA RC View, BONE = Bone View ml_inspector_mode
Filter Text — — ml_rc_filter2
Show Menu ALL ALL = All, MAPPED = Mapped, UNMAPPED = Unmapped ml_rc_show
Show Parent Checkbox off — ml_show_parent
Per Page Number 25 10 – 60 ml_rc_page_size

Lines the panel draws

  • Per page:

mGear Rig (Maya-only)

Buttons

Button Runs
One-Click mGear Rig mmb_mgear_rig - mGear's MetaHuman guide, snapped to the active character, and mGear's Shifter rig built over it (not ported yet)
Snap mGear Guide mmb_mgear_snap - put the guide's locators back on the character's joints, for a guide that was placed or edited by hand (not ported yet)
Bind Head to mGear Rig mmb_mgear_bind_head - constrain the character's head part to the body joints mGear drives, so the face and the expression sliders follow the rig (the one-click does this already) (not ported yet)
Unbind Head from mGear Rig mmb_mgear_unbind_head - take the head constraints out again; the head keeps its own values where it stands (not ported yet)
Register Anim Picker mmb_mgear_anim_picker - make mGear's Anim Picker for the MetaHuman rig - the node and the body and face pages - and open it (not ported yet)
Remove mGear Rig mmb_mgear_clear - delete the guide and the rigs mGear built; the character stays as it is (not ported yet)

Arnold Look-Dev (Maya-only)

Buttons

Button Runs
Arnold Look-Dev mmb_arnold_lookdev - Arnold shaders for the character's materials (the hair included), a key/fill/rim light rig aimed at its face, two cameras framed on it, the render settings a beauty still is rendered at, and a measured exposure - a probe render of the face, solved until the skin lands where a reference still's does, on the GPU (not ported yet)
Open Arnold RenderView mmb_arnold_render_view - MtoA's RenderView on the look-dev camera, with its interactive render running (not ported yet)
Remove Look-Dev mmb_arnold_lookdev_clear - the character's own shaders back on their sets, the Arnold ones, the rig and both cameras deleted (not ported yet)

Settings

Control Type Default Range Stored as
Look Style Menu REALISTIC REALISTIC = Realistic (beauty), STYLIZED = Stylized Blue (cool glow) ml_lookdev_style

2. Animation Baker

Panel key: anim_baker

Bakes the face board's keyed controls across the frame range, so an expression performance becomes baked animation.

Animation Baker

At the top of the panel

Buttons

Button Runs
Bake Face Animation mmb_bake_face_animation (not ported yet)
Clear Baked Animation mmb_clear_baked_animation (not ported yet)

Lines the panel draws

  • Keyframe GUI board bones first,
  • then bake over the frame range

3. ARKit Live

Panel key: arkit_live

Takes the 52 ARKit blendshapes Live Link Face streams from an iPhone and drives the expression sliders with them, live.

ARKit Live

At the top of the panel

Buttons

Button Runs
Connect mmb_arkit_connect (not ported yet)
Record mmb_arkit_toggle_recording (not ported yet)
Load Live Link Face CSV... mmb_arkit_load_csv (not ported yet)
Export Face CSV... mmb_export_face_csv (not ported yet)
Export ARKit Blend Shapes (FBX)... mmb_export_arkit_blendshapes (not ported yet)
Rebuild Name Mapping mmb_arkit_rebuild_mapping (not ported yet)
Calibrate Neutral Face mmb_arkit_calibrate_neutral (not ported yet)
Clear Neutral Calibration mmb_arkit_clear_calibration (not ported yet)

Settings

Control Type Default Range Stored as
Host Text 0.0.0.0 — ml_arkit_host
Port Number 11111 1 – 65535 ml_arkit_port
Smoothing Number 0.5 0 – 0.95 ml_arkit_smoothing
Deadzone Number 0.0 0 – 0.9 ml_arkit_deadzone
Gain Number 1.0 0.1 – 4 ml_arkit_gain
Track Head Rotation Checkbox off — ml_arkit_head_tracking
Invert Pitch Checkbox off — ml_arkit_head_invert_pitch
Invert Yaw Checkbox off — ml_arkit_head_invert_yaw
Invert Roll Checkbox off — ml_arkit_head_invert_roll

Lines the panel draws

  • Drives Preset Sliders live - always follows
  • whichever character slot is active.
  • Stream
  • Host
  • Port
  • Smoothing
  • Deadzone
  • Gain
  • Apply error (see console for full trace):
  • Head Rotation (Experimental)
  • Drives the 'head' bone on that slot's
  • Rigify_Ctrl_NN rig (Apply Retarget +
  • Link Head Rig first).
  • No Rigify control rig for this slot
  • This rig has no 'head' bone to drive
  • 'head' bone has a rotation axis LOCKED
  • (Item tab > Transform > Rotation - unlock it)
  • Head Rig not linked - click 'Link Head Rig' above
  • Linked, but 'head' bone isn't in the retarget
  • handler - try Unlink then Link Head Rig again
  • Head Rig linked - ready
  • No head rotation data in this stream
  • Drives the Preset Sliders list (see
  • Expression Presets) live - watch values
  • update there while connected. The 52
  • ARKit presets ship with MetaBridge.

4. Batch Tools

Panel key: batch_tools

Runs the two jobs that are worth doing to a whole folder: assemble every character, and export every slot.

Batch Tools

At the top of the panel

Buttons

Button Runs
Assemble All Characters mmb_batch_assemble (not ported yet)
Export All Slots mmb_batch_export (not ported yet)

5. Body Blend (experimental)

Panel key: body_blend

Averages several bodies (DNA files or library archetypes) by weight into one new character.

Body Blend (experimental)

At the top of the panel

Buttons

Button Runs
Use Base DNA mmb_add_base_dna (not ported yet)
Add Folder... mmb_add_body_folder (not ported yet)
Add Body DNA mmb_add_body_source (not ported yet)
Load Library... mmb_load_archetype_library (not ported yet)
Export... mmb_export_archetype_library (not ported yet)
Build Blended Body mmb_build_blended_body (not ported yet)
Blend Active Character mmb_blend_active_character (not ported yet)

Settings

Control Type Default Range Stored as
Ml Body Blend Name Text Blended_Body — ml_body_blend_name
LOD Number 0 0 – 7 ml_body_blend_lod
Replace Checkbox off — ml_body_blend_replace
Live Preview Checkbox on — ml_body_blend_live_preview

6. Send to Cascadeur

Panel key: cascadeur

Sends the character or its animation to Cascadeur over localhost, and mirrors this rig onto the Cascadeur scene live.

Send to Cascadeur

At the top of the panel

Buttons

Button Runs
Send to Cascadeur mmb_cascadeur_send (not ported yet)
Current Frame mmb_cascadeur_send (not ported yet)
Live: Mirror This Rig mmb_cascadeur_live_pose (not ported yet)
Stop Mirroring mmb_cascadeur_stop_live (not ported yet)
Cascadeur Status mmb_cascadeur_status (not ported yet)
Install Cascadeur Plug-in mmb_install_cascadeur_plugin (not ported yet)

Settings

Control Type Default Range Stored as
Send Menu CHARACTER CHARACTER = Character and Bones, KEYS = Keyframes Only ml_casc_mode
Include Head Checkbox on — ml_casc_send_head
Face Bones Checkbox off — ml_casc_face_bones
Include Animation Checkbox on — ml_casc_send_anim
Append Checkbox off — ml_casc_append
Frame Rate Number 30.0 1 – 240 ml_casc_fps
Live Menu OUT OUT = Maya to Cascadeur, IN = Cascadeur to Maya, BOTH = Both Ways ml_casc_live_way
Bones Menu ROLES ROLES = Mapped Bones, ALL = Whole Skeleton ml_casc_live_bones
Port Number — 1024 – 65535 ml_casc_port

Lines the panel draws

  • Opens as a new scene in Cascadeur
  • Overwrites from frame 0
  • Send the character first, then Live.
  • Run 'Animation Scripts > MetaBridge Live' in Cascadeur first

Send Options (Maya-only)

Settings

Control Type Default Range Stored as
Clothes Detail Menu HALF FULL = Full, HALF = Half, NONE = None (no clothes) ml_casc_clothes

7. DNA Validation

Panel key: validation

Reads a DNA file, or the active slot's own, and reports what is wrong with it before the rest of the pipeline meets it.

DNA Validation

At the top of the panel

Buttons

Button Runs
Validate DNA File... mmb_validate_dna_file
Validate Active Slot mmb_validate_active_slot

8. Export (DNA / FBX / glTF)

Panel key: exporter

Writes the active character out: head and body as DNA, the character as FBX, or as glTF.

Export (DNA / FBX / glTF)

At the top of the panel

Buttons

Button Runs
Head mmb_export_head_dna (not ported yet)
Body mmb_export_body_dna (not ported yet)
Export FBX mmb_export_slot_fbx (not ported yet)
Export glTF mmb_export_slot_gltf (not ported yet)

Lines the panel draws

  • DNA (.dna)
  • FBX
  • glTF

9. MD Live

Panel key: md_live

The Marvelous Designer round trip through one shared folder: an avatar out, a garment back, live on demand.

MD Live

At the top of the panel

Buttons

Button Runs
Live mmb_md_live (not ported yet)
Get Garment Now mmb_md_request_garment (not ported yet)
Open Shared Folder mmb_md_open_folder (not ported yet)
Send Body to MD mmb_md_send_body (not ported yet)
Import Garment from MD... mmb_md_import_garment (not ported yet)
Open MD Plug-in Folder mmb_md_open_plugin_folder (not ported yet)

Settings

Control Type Default Range Stored as
Wear As Menu — built at run time ml_md_live_category
MD Simulate Frames Number 30 0 – 500 ml_md_sim_steps
Auto-Return Garment Checkbox — — ml_md_auto_return
Merge Pattern Pieces Checkbox off — ml_md_merge_pieces
Shared Folder Text — — ml_md_folder
MD Scale Number 1000.0 0.001 ml_md_scale
Include Head Checkbox on — ml_md_send_head
Prepare for Auto-Fit Checkbox on — ml_md_prepare_autofit
Import Scale Number 100.0 0.001 ml_md_import_scale

Lines the panel draws

  • MD: run maya_live from the Plug-in menu
  • Shared Folder:
  • Maya to Marvelous Designer
  • Marvelous Designer to Maya
  • large - stitches are left out while reading
  • no garment from MD yet
  • MD Plug-ins (one-time setup)
  • In MD: Plug-in > Plug-in Manager > Add
  • maya_live.py from this folder (Live),
  • maya_load_avatar / maya_send_garment (one-shot)
  • plug-in knows the latest avatar

10. Expression Presets

Panel key: pose_presets

Expression presets as files: save the face board's dial values, put them back, and blend several at once as sliders.

Expression Presets

At the top of the panel

Buttons

Button Runs
Save Current Expression mmb_save_pose_preset_overwrite (not ported yet)
Save As Current Expression... mmb_save_pose_preset (not ported yet)
Delete Expression Preset mmb_delete_pose_preset (not ported yet)
Apply Preset mmb_apply_pose_preset (not ported yet)
Add All From Active Folder mmb_add_folder_sliders (not ported yet)
Clear All Sliders mmb_clear_preset_sliders (not ported yet)
Import... mmb_import_pose_preset (not ported yet)
Set Folder... mmb_select_preset_folder (not ported yet)
Open Presets Folder mmb_open_preset_folder (not ported yet)

Settings

Control Type Default Range Stored as
Preset Menu — built at run time ml_preset_enum

11. External Preset Converter

Panel key: preset_converter

Brings a preset from another tool in - a Maya or Houdini preset, or an ARKit payload - by matching its names onto the board's controls.

External Preset Converter

At the top of the panel

Buttons

Button Runs
Convert & Import (Maya/Houdini)... mmb_convert_import_preset (not ported yet)
Convert ARKit Payload... mmb_convert_arkit_payload (not ported yet)
Edit Name Mapping mmb_edit_name_mapping (not ported yet)

Lines the panel draws

  • Fill empty targets, then re-import

12. Proportions

Panel key: proportions

The body sliders: leg, torso and arm length, shoulder, waist and chest width, and heel and front height for shoes. A slider that moves moves the character.

Proportions

At the top of the panel

Buttons

Button Runs
Long Legs mmb_proportion_preset (not ported yet)
Reset mmb_proportion_preset (not ported yet)

Settings

Control Type Default Range Stored as
Leg Length Number 1.0 0.8 – 1.3 leg
Torso Length Number 1.0 0.85 – 1.2 torso
Neck Length Number 1.0 0.8 – 1.3 neck
Arm Length Number 1.0 0.85 – 1.2 arm
Shoulder Width Number 1.0 0.85 – 1.2 shoulder
Hip Width Number 1.0 0.85 – 1.2 hip
Waist Number 1.0 0.75 – 1.3 waist
Chest Number 1.0 0.8 – 1.25 chest
Hips Number 1.0 0.8 – 1.25 hips
Thigh Number 1.0 0.75 – 1.3 thigh
Calf Number 1.0 0.75 – 1.3 calf
Upper Arm Number 1.0 0.75 – 1.3 upper_arm
Forearm Number 1.0 0.75 – 1.3 forearm
Neck Thickness Number 1.0 0.8 – 1.25 neck_girth
Bust Number 1.0 0.5 – 1.5 bust
Head Size Number 1.0 0.9 – 1.1 head
Heel Height Number 0.0 0 – 15 heel
Front Height Number 0.0 0 – 5 platform

Lines the panel draws

  • Assemble a character with a body first
  • Remove the control rig first
  • Build it again afterwards
  • Bust needs the LOD 0 body

13. Pose Reset

Panel key: pose_reset

Puts the face board back to neutral - all of it, or only the controls that are selected.

Pose Reset

At the top of the panel

Buttons

Button Runs
Reset All Controls mmb_reset_face_pose (not ported yet)
Reset Selected (Pose Mode) mmb_reset_selected_controls (not ported yet)

14. Retarget Rigify Animation (Beta)

Panel key: rig_retarget

Retargets an animation from another rig (UE5, Mixamo, MetaHuman, Rigify) onto this character, onto HumanIK, or onto the mGear rig.

Retarget Rigify Animation (Beta)

At the top of the panel

Buttons

Button Runs
Retarget Rigify Animation mmb_retarget_rigify_animation (not ported yet)

Settings

Control Type Default Range Stored as
Source Type Menu UE5 built at run time ml_retarget_source_type
Source Rig Node picker — — ml_retarget_source_rig
Target Rig Node picker — — ml_retarget_target_rig
Quality Menu PRECISE built at run time ml_retarget_quality

Retarget in Maya (HumanIK / mGear)

Settings

Control Type Default Range Stored as
Retarget Onto Menu JOINTS JOINTS = Character Joints, HUMANIK = HumanIK (Maya), MGEAR = mGear Controls ml_retarget_target_mode
Target Type Menu AUTO built at run time ml_retarget_target_type
Legs on IK Checkbox on — ml_retarget_legs_ik
Source Rest Frame Number -1 -1 – 1000 ml_retarget_rest_frame

15. Live Corrective Sculpting (Beta)

Panel key: sculpt_correctives

Sculpt the skin in a pose, keep the difference as a named corrective, and sync it to worn clothing.

Live Corrective Sculpting (Beta)

At the top of the panel

Buttons

Button Runs
Begin (Face) mmb_sculpt_corrective_begin (not ported yet)
Begin (Body) mmb_sculpt_corrective_begin (not ported yet)
Finish Sculpt mmb_sculpt_corrective_finish (not ported yet)
Export Edited Shape Keys mmb_export_edited_shape_keys (not ported yet)
Bake All to DNA mmb_bake_all_correctives_to_dna (not ported yet)
Export... mmb_export_correctives (not ported yet)
Import... mmb_import_correctives (not ported yet)
Sync to Wearables mmb_sync_correctives_to_garments (not ported yet)
Set Neutral mmb_sculpt_corrective_set_neutral (not ported yet)
Toggle Manual Override mmb_sculpt_corrective_toggle_manual (not ported yet)
Remove Corrective mmb_sculpt_corrective_remove (not ported yet)
Edit Sculpt mmb_sculpt_corrective_edit (not ported yet)
Bake Corrective to DNA mmb_bake_corrective_to_dna (not ported yet)

Settings

Control Type Default Range Stored as
Corrective Text — — ml_lcs_name
Head Driver Bone Text — — ml_lcs_head_bone
Body Driver Bone Menu — built at run time ml_lcs_body_bone
Value Number 1.0 0 – 1 value

Lines the panel draws

  • Name is required for both Face and Body below
  • No bone with that name on the head armature
  • No body armature in the active character
  • Body correctives not registered - Apply Retarget on the body first
  • No bone with that name on the body armature
  • Write to DNA (head only)
  • Sculpt a DNA key (e.g. jaw_open), then this replaces that channel
  • ⇱ on a face shape key row assigns its channel

16. Unreal Live

Panel key: unreal_live

Streams the face to Unreal Engine as it is worked on, so the MetaHuman there performs with this one.

Unreal Live

At the top of the panel

Buttons

Button Runs
Start Unreal Live mmb_unreal_live_start (not ported yet)
Stop Unreal Live mmb_unreal_live_stop (not ported yet)
Open Unreal Plug-in Folder mmb_open_unreal_plugin_folder (not ported yet)

Settings

Control Type Default Range Stored as
Port Number — 1024 – 65535 ml_unreal_live_port
Rate Number 30 1 – 120 ml_unreal_live_fps
Mirror Menu Y NONE = None, X = Flip X, Y = Flip Y, Z = Flip Z ml_unreal_live_mirror

Lines the panel draws

  • Load a character first
  • Add a MotionForge source in Unreal's Live Link window

17. Follow Unreal

Panel key: unreal_follow

The other direction: this character follows a MetaHuman Unreal is animating.

Follow Unreal

At the top of the panel

Buttons

Button Runs
Follow Unreal mmb_unreal_follow_start (not ported yet)
Stop Following mmb_unreal_follow_stop (not ported yet)

Settings

Control Type Default Range Stored as
Host Text 127.0.0.1 — ml_unreal_follow_host
Port Number — 1024 – 65535 ml_unreal_follow_port
Apply Rate Number 15 1 – 60 ml_unreal_follow_rate
Body Checkbox on — ml_unreal_follow_body
Face Checkbox on — ml_unreal_follow_face

Lines the panel draws

  • Run MotionForge.Send.Start in Unreal
  • Rigify is stood down while following

18. Wearables (experimental)

Panel key: wearables

Clothing, hair and accessories on the character: import, make a garment rig, bind, and refit when the body changes.

Wearables (experimental)

At the top of the panel

Buttons

Button Runs
Import Clothing (FBX)... mmb_import_clothing_fbx (not ported yet)
Head Accessory... mmb_import_clothing_fbx (not ported yet)
Refit Clothing To Body mmb_refit_wearables (not ported yet)
Make Garment Rig mmb_make_garment_rig (not ported yet)
Bind Garment To Character mmb_bind_garment (not ported yet)
Import Hair... mmb_import_hair_abc (not ported yet)
Apply Hair Offset / Scale mmb_apply_hair_offset (not ported yet)
Bind Hair To Head mmb_bind_hair_to_head (not ported yet)
Align Active Mesh to DNA Head mmb_align_mesh_to_dna_head (not ported yet)
Retarget Hair to Selected Mesh mmb_retarget_hair (not ported yet)

Settings

Control Type Default Range Stored as
Clothing Offset Number — 0 – 0.02 ml_wearable_fit_margin
Import Menu ALL ALL = Guides + Strands, STRANDS = Strands only, GUIDES = Guides only ml_hair_kind
Hair Strands (0 = all) Number 10000 0 – 400000 ml_hair_max_strands
Hair Offset X Number 0.0 -100 – 100 ml_hair_offset_x
Hair Offset Y Number 0.0 -100 – 100 ml_hair_offset_y
Hair Offset Z Number 0.0 -100 – 100 ml_hair_offset_z
Hair Scale Number 1.0 0.1 – 3 ml_hair_scale

Lines the panel draws

  • No active character - Assemble or Build one first
  • Clothing (FBX):
  • Scene Mesh Garment:
  • Hair (Alembic -> XGen groom):

Fit to Skin (Maya-only)

Buttons

Button Runs
Fit Clothing to Skin mmb_fit_clothing_to_skin - push the selected clothing (or what is worn) out of the character's skin: any vertex inside it, or closer than the Clothing Offset, is moved out along the skin's normal (not ported yet)

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