Reblium Studio manual

Export

File, Export… (Ctrl+E) opens one panel with everything you can take out of the studio: the head, its textures and its hair, set up for the program you are going to. It works on the GNM head and on a MetaHuman.

OpenFile, Export…, or Ctrl+EPresetsUnreal, Unity, Blender, CustomOutone zip, or separate files
The Export panel on the GNM head with the Unreal preset: FBX with its 383 blend shapes, 2K maps inside the FBX, and the hair as one Alembic per kind. Hair cards waits for a hairstyle set to Haircard.

Usage

  1. Press Ctrl+E. The title says which head you are exporting: GNM head or MetaHuman.
  2. Pick the preset for your program: Unreal, Unity or Blender. It sets the axes, units, formats, texture size and hair the way that program's import expects.
  3. Change anything you like: the preset becomes Custom. Your last choice is remembered.
  4. Check the summary at the bottom: what goes out and about how big. Press Export.

The presets

PresetHeadTexturesHair
UnrealFBX (DNA for a MetaHuman opened from its DNA file)2K, inside the FBXGrooms per kind
UnityFBX2K, inside the FBXGroom (one Alembic)
BlenderFBX2K, separate PNGsGroom (one Alembic)

All three write one zip.

Head

ControlWhat it does
DNAMetaHuman only: your DNA with the sculpt written back, the whole rig. Needs a MetaHuman opened from its DNA file, at LOD0, and the Unreal frame.
FBXOn the GNM head: the head with its 383 blend shapes. On a MetaHuman: blend shapes, the studio's emotions and ARKit, posed through the rig.
OBJOn the GNM head: no joints or blend shapes. On a MetaHuman: head, eyes and teeth with the head's baked maps.
GLBThe head and its baked textures in one file, in metres. No hair strands.

Textures

ControlWhat it does
Size1K, 2K, 4K or 8K. A size your graphics card cannot bake is greyed.
MapsBase colour, normal (with your wrinkles baked in), roughness. Cavity is folded into the roughness map.
WrittenInside the FBX, or as separate PNGs.

The maps are baked from everything on the skin, on both heads; on a MetaHuman into its own UV.

Hair

ControlWhat it does
Groom (Alembic)Every hair in one .abc file.
Grooms per kind (Alembic)One .abc file each for hair, eyebrows, eyelashes, mustache and beard.
Hair cards (FBX)Every hairstyle set to Haircard as a mesh, with the strand texture as a PNG. Greyed until you switch a hairstyle to cards in the Hair Manager: see Hair cards.
NoneNo hair.

Hair goes out in the engine frame below. A GLB carries no strands. A hairstyle set to Haircard still goes out as strands in the Alembic options.

Animation

Speech writes the last spoken line as blend shape curves in an FBX, with its audio, on the GNM head. Idle, emotion clips and rig animation are coming.

Advanced and Other

ControlWhat it does
Engine frameUnreal, Blender or Unity: the up axis and units each expects. The file names say which.
UnitsFBX and OBJ in centimetres, GLB in metres; Alembic in centimetres for Unreal and Unity, metres for Blender.
DownloadOne zip, or separate files.
OtherThe fit preset, the wrap markers, the hair mask and the paint layer, each on its own file outside the zip.

File names

Files are named for the head, the engine frame and the time, such as gnm-head-unreal-2026-10-14-10-30-00.fbx, reblium-hair-unreal-….abc, reblium-haircards-unreal-….fbx with hair_cards_atlas.png, or metahuman-… for a MetaHuman. The zip is reblium-export-….zip.

Common problems

What you seeWhyWhat to do
Hair cards is greyedNo hairstyle is set to Haircard.Flip a hairstyle's switch to Haircard in the Hair Manager.
DNA is greyedThe head is GNM, not a LOD0 MetaHuman from a DNA file, or the frame is not Unreal.Use the Unreal preset on a MetaHuman opened from its DNA.
The hair is lying on its side in my programThe engine frame does not match the program.Pick that program's preset, or set Engine frame.
8K is greyedYour graphics card cannot bake that size.Use 4K.