This section covers everything you need to get started with your OMNIA character and solve the most common setup issues. From preparing your project environment to fixing missing textures or script loading problems, you'll find step-by-step guidance to ensure the character works as intended.
Whether you're a new user or need to reconfigure a scene, this guide will help you streamline the process and avoid common pitfalls.
When you download an OMNIA character package, the structure will typically look like this:
Notes.txt
UNZIP_FIRST.zip
.blend File
This is the main character file. Its name follows a consistent format:
Requirements such as enabling the Rigify add-on.
Viewport optimization using Simplify.
Link to the OMNIA documentation.
Contact for support.
All texture files (UDIM or packed) required by the material system.
The OMNIA Basics Tools panel script.
The rig_ui.py script.
Any additional supporting files.
Important: Once unzipped, make sure the folder is located next to the .blend file. This ensures all file paths work correctly, especially for textures and scripts.
My models are usually created using the latest stable version of Blender, but I always make sure they are compatible with version 4.0 and up.
All files are tested on their respective compatible versions before being released.Ā
If you open a .blend file with a Blender version older than the one used to create it, you may see the following messages:
When opening the file:
When trying to save the file:Ā
I recommend using "Save As..." to save a copy of the file and avoid possible conflicts or data loss.
Ideally, you should work with the same version in which the file was created , or a newer version.
Despite the warnings, no real data will be lost if you work between versions 4.0 and higher. I'm responsible for testing and ensuring compatibility.
When opening the file, Blender might display this message:
This message appears because the .blend file includes Python scripts , such as the rig's interface script ( rig_ui.py ). This script is completely safe and required for the rig to function properly.
ā How to fix it?
Check the box āPermanently allow execution of scriptsā and click āAllow Executionā,
this will make scripts always run automatically. Or if you prefer, simply click āAllow Executionā to run the script only for this file.
You can also enable it manually here:
Edit > Preferences > Save & Load > Auto Run Python Scripts.
š This is a Blender security measure to protect you from unknown files,
but in this case the script is a legitimate part of the rig and poses no risk.
If you open the .blend file and see pink textures, it means Blender can't locate the image files needed for the materials.
This is not a model errorāit's just a sign that the textures are missing.
This typically happens when the UNZIP_FIRST.zip file has not been extracted, or when the extracted folder was moved or renamed after the .blend was saved.
ā How to Fix It:
Unzip First: Make sure youāve extracted the UNZIP_FIRST.zip file before opening the .blend. It contains all the necessary textures, shader setups, and scripts.
Keep File Structure Intact: Do not rename or move the extracted folder. The .blend is set up with relative paths, so the textures must remain in their expected locations.
Check File Paths:
Go to Edit > Preferences > File Paths and ensure "Relative Paths" is enabled.
In the .blend file, open the Shader Editor or Image Editor to verify the file paths.
Manually Re-Link (if needed):
Use File > External Data > Find Missing Files and select the extracted folder where the textures are located.
Blender will automatically search and relink them.
Once properly linked, the pink materials should be replaced with the correct skin, eye, clothing, and other shaders as designed.
š” Important: The textures are separated from the .blend file to keep it lighter and more modular.Ā
If you notice that the face texture appears repeated all over the characterās body, it means the UDIM setup wasn't properly recognized.
This happens when the texture nodes are set to āSingle Imageā instead of āUDIM Tile Sequenceā.
How to fix it:
Go to the Shader Editor and select any pink texture node (Diffuse, Displacement, etc.).
In the nodeās Image Texture settings (sidebar or image panel), change the Source to Tiled or UDIM Tiles.
Re-link the image by selecting the correct texture ending in .1001 (e.g., skin_diffuse_1001.png).
Blender will automatically load the remaining tiles and map them according to the UDIM layout.
This ensures the full skin texture covers the model properly, with each tile assigned to the correct UV space.
What is "Simplify"?
Simplify is a Blender feature that reduces scene complexity in the viewport, without affecting the final render. It allows you to work smoothly, especially with high-resolution models or detailed rigs.
OMNIA characters come with this feature enabled by default to optimize viewport performance.
Why is it used?
OMNIA rigs often include Multiresolution modifiers with up to 4 sculpting levels, which can be demanding on some systems.
To avoid lag, Simplify is activated with these default values:
Viewport Subdivisions: 0
Viewport Particles: 0
This shows a lightweight version of the model while working, while the final render always displays at full quality.
How to enable or disable Simplify?
You have two options:
Go to the Render Properties tab (š„ camera icon).
Open the Simplify section.
Enable the checkbox and adjust:
Max Subdivision
Child Particles
Texture Limits (optional)
In the N-panel > OMNIA tab, toggle the Simplify button for quick access.
This switch instantly enables or disables the viewport optimizations without navigating menus.
š¢ Recommendation
Keep Simplify enabled while animating or posing.
Disable it temporarily if you want to preview materials and geometry in full resolution.
Final renders (F12) always ignore Simplify and use the full quality automatically.
The model should not be moved, scaled, or rotated directly.
It is locked for transformations and parented to the rig, which is the object you should manipulate.
ā To move, rotate, or scale the character:
Select the main rig (for example, OMNIA_Rig).
Use the corresponding controllers to:
Move the entire character
Rotate or adjust the pose
Scale the whole setup (if necessary)
ā ļø Do not apply transformations (Ctrl + A) to the rig or the model unless you know exactly what you're doing. Applying scale incorrectly can cause visible deformations in the mesh.
The rig is designed to provide a clean and comfortable animation experience:
Most bones are hidden to avoid distractions and mistakes.
Youāll only see the essential controllers: IK, FK, joints, expressions, corrections, etc.
Everything is organized into bone layers, which you can activate depending on what you need to animate.
The layers are accessible from the side panel (N key) in the OMNIA tab.
If you're experiencing a different issue or need further clarification: