Daz G8-MetaHuman Rig Transfer Add-on
Budget: $70 – $120 USD
I want a small yet reliable Blender Python add-on that takes a Daz Genesis 8 character, lines its bind pose up with the Epic MetaHuman skeleton, and leaves me with an FBX that drops straight into Unreal while every weight and bone relationship still works.
Core goal
• One–way model transfer: Daz Genesis 8 → MetaHuman
• Absolute priority: rigging and skeletal integrity. Geometry or textures can follow later; this first release is all about the bones.
How I picture the workflow
1. Select or import a Genesis 8 model.
2. Press “Align to MetaHuman” in an N-panel.
3. Script calculates the offset between the G8 armature and the MetaHuman reference pose, applies the corrective transforms, renames joints to Epic’s scheme, and bakes the new bind pose.
4. One-click FBX export ready for Unreal or MetaHuman SDK.
Technical notes
• Written in pure bpy for Blender 5.1 (no external paid libraries).
• Keep the code modular so I can extend texture transfer later.
• UI elements should live under a dedicated tab, cleanly grouped.
• Gracefully handle non-standard G8 morphs (warn, don’t crash).
• Provide inline comments and a short README.
Acceptance criteria
✓ Genesis 8 figure imports, aligns, and exports to Unreal with skin weights undistorted.
✓ Bone hierarchy in the exported FBX matches MetaHuman’s naming and orientation conventions.
✓ No console errors in Blender 5.1 on Windows or macOS.
Deliverables
- .py add-on file ready for “Install from File…”
- README with installation, usage, and any limitations
- Sample before/after .blend showcasing the pose alignment
If this first milestone goes smoothly, I’ll open a follow-up for texture preservation and animation retargeting.
Core goal
• One–way model transfer: Daz Genesis 8 → MetaHuman
• Absolute priority: rigging and skeletal integrity. Geometry or textures can follow later; this first release is all about the bones.
How I picture the workflow
1. Select or import a Genesis 8 model.
2. Press “Align to MetaHuman” in an N-panel.
3. Script calculates the offset between the G8 armature and the MetaHuman reference pose, applies the corrective transforms, renames joints to Epic’s scheme, and bakes the new bind pose.
4. One-click FBX export ready for Unreal or MetaHuman SDK.
Technical notes
• Written in pure bpy for Blender 5.1 (no external paid libraries).
• Keep the code modular so I can extend texture transfer later.
• UI elements should live under a dedicated tab, cleanly grouped.
• Gracefully handle non-standard G8 morphs (warn, don’t crash).
• Provide inline comments and a short README.
Acceptance criteria
✓ Genesis 8 figure imports, aligns, and exports to Unreal with skin weights undistorted.
✓ Bone hierarchy in the exported FBX matches MetaHuman’s naming and orientation conventions.
✓ No console errors in Blender 5.1 on Windows or macOS.
Deliverables
- .py add-on file ready for “Install from File…”
- README with installation, usage, and any limitations
- Sample before/after .blend showcasing the pose alignment
If this first milestone goes smoothly, I’ll open a follow-up for texture preservation and animation retargeting.