Docs›Process›Known Limitations

Known limitations

Early access

The process system is new and only in the early access version of Human Generator. It replaces the process tab of version 4.0, which is deprecated. Details can still change; if something doesn't work or looks wrong, let us know.

What the process system can't do yet, or does differently from what you might expect. The list changes during the early access; if something here stops you, tell us.

Blender and engines

  • Human Generator needs Blender 4.0 or newer. The process system is tested with Blender 5.1.
  • The engine pages say which engine versions were tested: Unity 6000.6 with the Built-in pipeline and URP 17.2, Unreal Engine 5.8, Godot 4.7. Other versions likely work but were not checked. In Unity, HDRP materials are set up by the Unity Companion but not reviewed.
  • The Companions only set up characters with their .humgen3d.json file next to them, see Output › The .humgen3d.json file. Characters exported by earlier versions of Human Generator don't have it.

Humans

  • Humans made before version 4 can't be processed.
  • Humans changed in place by the process tab of Human Generator 4.0 (a lower level of detail, renamed bones or parts, applied modifiers) can't be processed again: they miss the vertices, bones or names the process system needs. Process the original human.
  • Hair cards made with version 4.0 are kept as they are: the hair types that weren't converted then (often the eyebrows and eyelashes) are left out, and the cards get no flow map. Remove the old hair cards and set the hairstyle again for cards from the new generator.
  • Rigify humans keep their Rigify rig; the Skeleton section is skipped.
  • Humans made with the trial version can't have their body reduced, see Optimize Meshes.

In the file

  • Particle hair never ends up in a file; turn on Haircards or the character is bald.
  • Driven blend shapes are static: the face rig and the corrective shape keys are driven by bones in Blender, and no file format carries those drivers. The blend shapes are there, but you drive them yourself in the engine, see Shape Keys › Keys driven by bones.
  • Hair cards are generated, not hand-made, and some hairstyles come out rougher than others; long hair doesn't follow the shoulders. See Haircards.
  • OBJ and Alembic have no skeleton and no blend shapes.
  • The skin of the engine materials can't match Blender's subsurface scattering exactly; the Companions get close, see Bake Textures › Skin in a game engine.

Not in the early access yet

  • Animations: the export of animation clips is still being tested and hidden, see Animations.
  • Batch generator: it has no process step. Process the humans it made by selecting them all in the Process tab, or from Python.