Powerline is a pipeline system developed for Blender by Jayaarka Studios.
I’m working as TD in Jayaarka Studios.
It is available for purchase from Superhive.
Future updates will be free of cost for the FULL variation from the product page. Kindly read the product description and choose appropriately whether you are solo creator or a team/ company.
However you can also opt for monthly membership program from our patreon page.
Powerline currently consists of 3 major sub tools. File manager:
Automatic version increments,.
Easy to track progress.
User defined comments to track the updates in each new version.
Object data manager:
For organizing assets while creation.
Helps making the assets compatible to use with File manager functions like “append”, “link” etc. Connection manager:
Used for retargeting, or to connect proxy rigs to deformation rigs. Useful for optimizing animator’s scene where using the main deformation rig is too taxing.
Provides Cascadeur retarget scheme.
What’s next in powerline:
Action coding system.
Character creation workflow.
Powerline now gets an automation update.
where users can create schemas and automate workflows as per liking.
Create custom automation schemas, save them and run them with any combination of files, as per your linking.
In the video I showed How we can create multiple variations of viewport renders for two different assets. We can further create such tasks to automate things in blender. How you guys like it.
Hello @Na_vi I’m loving your addon, it is something I was looking for a long time.
I’m trying to install the latest update but I get some errors.
If installing 2.5 or 2.5.1 I get the following
I tried both drag and drop to the viewport and installing from disk.
Using Blender 4.5.1
We just added our most awaited tool ACS to Powerline - production Pipeline for Blender.
With Action Coding System (ACS) we can layer control rigs. Orchestrate complex behaviors with ease.
We can also make pre-rigged characters compatible to Unreal Engine 's high fidelity motion capture.
The following dev log video shows the pre-rigged spring character getting Mocap boost.
The update Powerline 2.7 will be available soon on superhive.
The addon only gets better. We have lot of features and tools set up for future releases. Get the addon now, all future updates will be free of cost.
Just updated Powerline - production Pipeline for blender with Action Coding System(ACS).
We can use ACS to add ARkit blendshapes for mocap purposes including to use in Unreal Engine.
Metahuman like character creation with structured workflow is coming soon.
The update Powerline 2.7.4 is live on superhive.
The addon only gets better. We have lot of features and tools set up for future releases. Get the addon now, all future updates will be free of cost.
Make any rig compatible with Unreal engine’s facial solve data.
That is:
you can create facial animation in unreal using depth or audio or mono video, then bring that data to your blender rigs.
Tutorial and Powerline V 2.7.5 update coming soon…
Powerline,
production grade pipeline for blender is now made more affordable.
starting at just
$ 1.33 per month for individuals (INR 120)
$ 5.54 per month for teams upto 20 seats (INR 500)
Bridging the Gap Between MetaHuman Realism and Dynamic Character FX
I’ve been diving deep into MetaHuman customization recently in @blender, utilizing the excellent tools from @polyhammer to push the boundaries of digital human fidelity.
One of the biggest challenges in cinematic pipelines is the seamless transition between distinct character states—such as a human-to-werewolf transformation. To solve this, I developed a custom Geometry Nodes setup in Blender that allows for non-destructive, procedurally controlled morphing.
The Result: A smooth, art-directable transition that maintains mesh integrity while significantly reducing the manual workload.
Customizing MetaHumans often feels like a battle between artistic vision and technical constraints. To solve this, I’ve developed a specialized 3-Asset Toolkit that automates the most tedious parts of the character pipeline—from skeletal alignment to seamless mesh integration.
The Toolkit:
MH-Layout: A rig for rapid proportional adjustments.
MH-BindShapes: A topology-matched extraction template for seamless sculpting.
MH-SplitEdgeFix: A Geometry Nodes-driven utility that perfectly aligns the 92 critical head-to-body vertices instantly.
The Workflow:
Phase 1: Proportions. Use the MH-Layout rig to define character scale and facial landmarks. This eliminates the “blank mesh” starting point and gives you a rig-ready base for sculpting.
Phase 2: Topology Extraction. Utilizing MH-BindShapes, you can project your custom sculpt onto a MetaHuman-compliant topology. Any update to the base mesh automatically flows through to the split-body components.
Phase 3: The “Split-Edge” Solution. No more manual vertex snapping. Use the MH-SplitEdgeFix to instantly align the head and body seams.
Phase 4: Export & Rigging. Bind the split-body mesh to the “root” skeleton from Asset 1. This ensures your bone placements and mesh deformations are perfectly synchronized for Unreal Engine.
Phase 5: The Unreal Result. Import into MetaHuman Creator to update bone placements and mesh data with zero compatibility errors.