# Metahumans in 5.6 and custom characters

**URL:** <https://forums.unrealengine.com/t/metahumans-in-5-6-and-custom-characters/2546452>\
**Category:** Character & Animation\
**Tags:** metahuman\
**Created:** [June 8, 2025, 7:18am UTC](https://forums.unrealengine.com/t/metahumans-in-5-6-and-custom-characters/2546452 "2025-06-08T07:18:02Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Skalin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Skalin](https://forums.unrealengine.com/u/Skalin)\
**Post date:** [August 2, 2026, 2:04pm UTC](https://forums.unrealengine.com/t/metahumans-in-5-6-and-custom-characters/2546452/2 "2026-08-02T14:04:25Z")

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I just created my own Blender add-on to do just this.  
Full Metahuman support without leaving Blender, from importing DNA files, sculpting meshes, editing base mesh, skeleton, facial expressions, BRF solver etc. and exporting back to a dna file

If you want to check it out I have some more information, including a free version here:

> [@Skalin MetaMorph. Customize Metahumans entirely in Blender](https://forums.unrealengine.com/t/skalin-metamorph-customize-metahumans-entirely-in-blender/2740080):
>
> Hey everyone, I’ve been looking for a decent way to customize MetaHumans in Blender for ages, got fed up, and ended up building my own add-on for it. It’s called Skalin MetaMorph, and honestly I’m pretty happy with how it is coming along. It does the full round trip. Import a .dna, edit the meshes, joints, blendshapes, and correctives in Blender, write it back out, load it in Unreal. No Maya anywhere. There’s a free beta version you can grab right now, and a full version I’m still polishing. …

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