Thanks! Youre awesome!
Hello, I have an inquiry. I am unable to locate the “MSLiveLink\HDI\epic_pose_wrangler” directory. Could you kindly provide me with its exact location?
Thanks for the reply!
Another issue is a slight Offset to Corr Joints when Mirroring PDs in Maya
The moment I hit mirror, the Corr Jnts all get a slight translation offset, that is present in all poses (including default poses).
Ive tested this on various MHs scenes (Full Rig.mb and body rig.ma) (Chandra and Amelia, etc)
(L to R, R to L)
Does anyone else face this issue? Or is something to do with my Maya scenes?
I have many poses, so manually mirroing each would be very tedious.
Thanks for any advice!
Thanks for the tutorial, but unfortunately, hardly anyone can or wants to rent Maya for € 291/month just to create proper animations. How does it work with Blender?
Hi Chris,
I’m hoping you’re still active on this thread ![]()
Considering pose drivers used by metahuman, why in UE 5.5 is it still classed as Experimental? It has not changed status since UE 4.27
I’m making the assumption that it is used in production a fair bit, so what specifically is the caution meant to flag?
Many thanks
Hi Chris,
I can’t export any FBX solver but only .Jason file no matter what I try.
Very sure every step was following the official tutorial of Pose wrangler. (and export via the “export button”)
Evertything on the log look normal when I export the solver but folder always empty.
Only mayapy windows flash super fast look very unusual to me. (as the link of video)
Please help!
Windows 10 Pro
AMD Ryzen 9 7900X
Maya 2023.3
Python 3.9.7
Pose Wrangler 2.5.0

This is dynamite !
Thank you for bringing this out.
Also massive props to Gabriele Pellegrini for the video in the early days.
MH control rig Deep Dive UERBF pose wrangler
Cheers,
b
Pose Driver Connect is now available for 5.6.
If you are using MetaHuman Creator in Unreal Engine 5.6, or are using UERBFSolvers for secondary deformation in an Unreal Engine 5.6 project, it is recommended to use Pose Editor from the MetaHuman for Maya plugin instead of Pose Driver Connect where possible for the performance gains that it brings.
Hi Chris.
Thank you for the great tutorial.
When I export FBX using Pose Wrangler, extra keys are added at -1F and +1F, preventing UE from receiving RBF information correctly. What could be causing these extra keys?
My Pose Wrangler version is 2.5.0, and my Maya version is 2023.3.1.
This is a machine translation, so I apologize if there are any strange parts.
Hello Chris!
Thanks for all your hard work! You’re doing God’s work. ![]()
I am familiar with Pose Driver Connect and never had any issues. It works like a charm! However, I have a question related to the new workflow you are recommending.
I wanted to add UERBFSolvers to custom skeleton and I work on 5.6 project so it seems like I am a target audience of the post you have written. I need to preserve volumes and place a prop in the correct location during arm movement. I do not need anything MetaHuman related but Pose Editor from MetaHuman for Maya to correctly setup rbfs. This is where I realised that new Pose Editor works with DNA format.
How exporting RBFs with Pose Editor supposed to work if I do not have MetaHuman Asset in the engine? I have standard Skeletal Mesh + Post Process ABP like I used to do. I believe, something may be related to RigLogic and using Skeletal Mesh actions → Import Dna onto it but no luck. Is there any tutorial that I could follow?


