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ZenDyn Documentation

ZenDyn Documentation / ZenDyn Quickstart

ZenDyn Quick Start Guide

This guide covers initial setup on a MetaHuman, presets, facial dynamics, Sequencer, and animation baking.

1. Enable ZenDyn

  1. Open the Unreal Engine project.
  2. Select Edit > Plugins.
  3. Search for ZenDyn.
  4. Enable the plugin.
  5. Restart Unreal Engine if prompted.

2. Attach ZenDyn from the Toolbar

  1. Place a MetaHuman in the level.
  2. Select the MetaHuman actor in the World Outliner.
  3. Click the ZenDyn toolbar icon.
  1. Choose how ZenDyn should be attached:
  1. Save the Blueprint or level when prompted.

ZenDyn validates the selected actor and prevents duplicate component attachment. If the selection is not recognized as a MetaHuman, the editor displays:

Please select a Metahuman Actor In the Outliner

3. Attach ZenDyn Manually

  1. Open the MetaHuman Blueprint.
  2. In the Components panel, select Add.
  3. Search for ZenDyn.
  4. Add the bundled ZenDyn Actor Component.
  5. Compile and save the Blueprint.

Adding the component to the Blueprint makes the setup available to every actor created from that Blueprint.

4. Apply a Preset

  1. Select the ZenDyn component.
  2. Open the Preset category.
  3. Assign a ZenDyn Preset asset.
  4. Click Load.

The bundled presets provide a starting point for the selected emotion and procedural facial behavior. Each preset uses deterministic random seeds, so the same values reproduce the same result.

Use Save to write the current component values to the selected preset.

5. Main Controls

Most specialist controls are grouped under Advanced sections in the Details panel.

6. Regional Control

The Control category provides independent weight and smoothing for:

Region weights range from 0-200%:

Regional smoothing ranges from 0-100%. It softens changes in the base regional animation while Dynamics and Magic remain independently adjustable.

For dialogue, keep Mouth and Jaw weights at 100% to preserve the complete lip-sync pose. Control secondary motion with the corresponding Dynamics Strength, Damping, and Stiffness settings.

7. Add Facial Dynamics

Open Dynamics and enable Dynamics for the required facial regions. Start with a low Strength, then tune:

The regional controls can be tuned independently for brows, nose, cheeks, mouth, jaw, and eyes.

ZenDynMagic is disabled by default. It provides creative procedural motion and should be enabled deliberately for the required region.

See Facial Dynamics and Magic for the full control reference.

ZenBlink and ZenDyn can be attached to the same actor. Integration is automatic.

When ZenDyn detects a ZenBlink component on the same actor:

No additional integration setup is required. Configure shared facial animation in ZenBlink and tune secondary facial motion in ZenDyn.

9. Use ZenDyn in Sequencer

  1. Add the MetaHuman actor to a Level Sequence.
  2. Add the required face animation track.
  3. Add ZenDyn component properties that need to change during the shot.
  4. Key supported strengths, blends, alphas, smoothing values, and enable controls.
  5. Play the sequence to preview the incoming performance and ZenDyn together.

10. Bake ZenDyn Animation

  1. Open the Level Sequence.
  2. Right-click the MetaHuman Face track or its bound object.
  3. Select Bake ZenDyn Animation.
  4. Choose the output asset location and name.

The command records the evaluated face animation, including facial curves. It can also bake ZenDyn-generated animation when the Face track has no animation section.

The command appears when the selected Sequencer binding resolves to an actor with a ZenDyn component.

Although technically possible, baking ZenDyn procedural animation directly to a stock MetaHuman Control Rig is experimental and unsupported at this time. Use Bake ZenDyn Animation first, then bake the resulting animation sequence to Epic’s stock MetaHuman facial Control Rig if required.

Initial Checks

Reference Documents