Export Animation from Blender to UE4
9:43
Walk Animation Arm Movement
21:21
5 жыл бұрын
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@muzz3304
@muzz3304 Ай бұрын
I have followed this tutorial up to this point and the mannequin imported from blender works great (thanks for your work on this mate!). I just have a question, if all I want to do now is create animations in blender and use them on this imported mannequin, do I need to create all these IK rigs? Or could I just import animations from blender and go from there? Thanks in advance
@SlyBalto
@SlyBalto Ай бұрын
Hey Rakiz! I recently got the newest version of Uefy and I set myself up with an animation rig to export animations for the Unreal Engine 5 Mannequin and no matter what settings I have tried the animations always import with twisted bones. I have also checked out many of your videos on Uefy and haven't found any information on how to properly export indivudual animations and import them into Unreal without them breaking, can you give me some pointers? Thank you!
@RakizFarooq
@RakizFarooq Ай бұрын
You are probably trying to import them to the unreal mannequin skeleton that comes with the editor. You can't import animations directly to it because of incompatibilities between Unreal and Blender. What you want to do is import your character into Unreal along with any animation with a new skeleton. Then retarget those animations to the original mannequin if required. The character you rig in Blender must not use the "UE mannequin rolls" option.
@SlyBalto
@SlyBalto Ай бұрын
@@RakizFarooq hmm, I think i get it? so i did manage to get a test animation exported out and imported correctly now that it's using it's own new skeleton I named sk_custom. I got someone recently to make a skeleton mesh for me work directly with the sk_mannequin. So you're saying if i want any model using sk_mannequin to have new animations, sk_mannequin needs be able to use imported animations from the sk_custom skeleton, the one from Uefy?
@RakizFarooq
@RakizFarooq Ай бұрын
Use the new skeleton to import animations into Unreal then retarget those animations to the original sk_mannequin. Alternatively in my workflow I dispense with the original sk_mannequin entirely. I import a character from Blender with new skeleton and use that as my main skeleton. This way any animation from blender works directly and any animation purchased from the unreal marketplace is easily retargeted.
@SlyBalto
@SlyBalto Ай бұрын
@@RakizFarooq I ran some tests and it looks like it'll just be best if I take my custom character mesh I made and create a new rig for it in Uefy. I saw you have a tutorial on what to do if your mesh already has a skeleton but the old one I have is very poor and I'd like to just try to start over again.
@jeremybutler9289
@jeremybutler9289 2 ай бұрын
Does this work on the non-basic human meta rig? (The one with the face) And if I’ve already animated my character before installing the add-on will the animations still work?
@RakizFarooq
@RakizFarooq 2 ай бұрын
The addon doesn't support the newer face rigging samples. Only the older "faces.superface" sample is supported as shown in kzbin.info/www/bejne/o3u4iH2ud9-Kabs Uefy is meant to be used for creating new animations. Your older animations may or may not work based on many factors.
@jeremybutler9289
@jeremybutler9289 2 ай бұрын
Thanks for the reply, I have about 15 hours into my rigified character and I’m probably going to have to start over from scratch with the animations 😢 Id like to try the add-on but I know there’s no refunds if it doesn’t work so I’ll have to figure something else out, thanks though your add-on seems really helpful
@jeshi-kx8rp
@jeshi-kx8rp 2 ай бұрын
what would you have to change to get the ue5 mannequin working?
@DemigodOfShadows
@DemigodOfShadows 4 ай бұрын
Hello. How can I create a control rig in UE 5? I follow the whole process, but at the end when I try to replace the ue5 dummy with my dummy (the one you have ericka_ue) I update the bones, because the size of the character is different, the middle of the character is twisted.
@RakizFarooq
@RakizFarooq 4 ай бұрын
After you have rigged your custom character as shown here with either UE4 or UE5 bones. You can follow along kzbin.info/www/bejne/fZWyk3qcnbeDfaM and subsequent tutorials to create the Control rig, IKRig and IKRetargeter objects. Just check the video descriptions for following tutorials.
@DemigodOfShadows
@DemigodOfShadows 4 ай бұрын
@@RakizFarooq Thank you for your quick response. I need the control rig to create a pose only, I don't plan to use retargeting. Why ue5 for poses, because in ue5 you need to binding the hair alembic to the skeleton so that you can set the pose.
@DemigodOfShadows
@DemigodOfShadows 4 ай бұрын
@@RakizFarooq I almost succeeded, but for some reason, when I connect the control rig from the manikin to the character, his middle body is twisted. Now I'm going to try the method you recommended.
@Oskar-sl6zx
@Oskar-sl6zx 4 ай бұрын
what about the rigify face?
@RakizFarooq
@RakizFarooq 4 ай бұрын
Uefy supports the older rigify superface rig. Currently there is no support for the newer face bones. However you can still use superface as shown in kzbin.info/www/bejne/o3u4iH2ud9-Kabs The rigify superface rig is overkill in most cases. You can also add basic_copy type bones for simpler jaw movement as shown in the Uefy metarigs for daz and cc3.
@yoyobird8427
@yoyobird8427 4 ай бұрын
so i am following this and I got to the part where you rotate the hand and move it up.... but mine only moves the square not the mesh :/
@yoyobird8427
@yoyobird8427 4 ай бұрын
nevermind figured it out. didnt use the skele with the ue rolls. changed it and its working
@yoyobird8427
@yoyobird8427 5 ай бұрын
so what about having your own character but wanting it to just work with eu5 manny animations? how do I get the manny rig on my custom character? or does one have to retarget
@RakizFarooq
@RakizFarooq 5 ай бұрын
Uefy provides base skeletons that you can weight paint into your static mesh. Once that initial skeleton is working you can follow kzbin.info/www/bejne/o5iaZp6JoLCeq8k to rig your character as usual. Both UE4 and UE5 skeletons are supported. Once the character is imported to the engine marketplace animations can be retargeted to the imported character.
@yoyobird8427
@yoyobird8427 5 ай бұрын
@@RakizFarooq lol ty i just finished watching it actually. this is really awesome stuff.
@mintybadger9908
@mintybadger9908 5 ай бұрын
the properties tba is empty and refreshing it does nothing
@RakizFarooq
@RakizFarooq 5 ай бұрын
If you are referring to Uefy Script Panel properties, pressing the refresh button updates the dropdown options. You still have to select one of those options manually. The dropdown options are restricted to 'Armature' type objects. If it says 'No results found' then you don't have any armatures in the scene.
@activemotionpictures
@activemotionpictures 5 ай бұрын
3:10 what bout facial rigs? what about complex rigged hairstyles? -Does it work with Blender 4.1?
@RakizFarooq
@RakizFarooq 5 ай бұрын
At this time Uefy only supports the older rigify superface facial rig. As shown in kzbin.info/www/bejne/o3u4iH2ud9-Kabs The new face parts are not currently supported, perhaps in the future. You can also construct simple face rigs using just 'basic.super_copy' and simple hairstyles with just 'limbs.simple_tentacle' and 'limbs.super_finger' For overly complex rigs you are better off with a separate head and your own custom rigging.
@KeltickGameDev
@KeltickGameDev 7 ай бұрын
Hey @RakizFarooq, I have been trying to follow along with this in UEFY 2.5, and when I go to "Build Skeleton" I am getting an error stating "Make sure 'abdomen' bone has a Rigify Type set in POSE bone data properties." Have you ever seen this error before? Do you know how to resolve it?
@RakizFarooq
@RakizFarooq 7 ай бұрын
Uefy supports a subset of Rigify part types. The list is in the FAQ section of the product page. The message indicates that either you are using a non-supported rigify type on the indicated bone or did not specify any type at all. The rigify metarig is composed entirely of rigify type parts like leg, arm, spine etc. This is what is meant by the Rigify Type.
@KeltickGameDev
@KeltickGameDev 7 ай бұрын
@@RakizFarooq Very interesting. Is it possible that something changed in a new blender version with the horse skeleton to cause this issue? If I recall correctly UEFY 2.5 was working with Blender 4.1, but I might have misread! I will mess around with those bones and see what is going on next time I sit down to get some work done. I appreciate your response on this to give context.
@RakizFarooq
@RakizFarooq 7 ай бұрын
I'm using Uefy 2.6 with Blender 4.1.1 For the Horse metarig, go to Pose mode then for the 'hip' and 'abdomen' bones go to Bone (Properties Panel) -> Rigify Type -> Rig Type dropdown and set it to 'basic.super_copy' Then you can generate the rig and 'Build Skeleton' using Freeform mode and the rig is successfully built. You can also review the 'chest' bone which is correctly preconfigured in the metarig as an example. Just update the other two bones in the same way and it works.
@KeltickGameDev
@KeltickGameDev 6 ай бұрын
@@RakizFarooq I just got around to going through these steps today. This solution worked, and I learned something new about Rigify in the process. Thank you for all the help, and have a great day ahead.
@stevens3d
@stevens3d 7 ай бұрын
Thanks for these videos! Isn't there a simple video that shows how to create an animation on blender with Uefy and export it to unreal engine with the right skeletal mesh UE5 or UE4 mannequin?
@alex-qn5xp
@alex-qn5xp 8 ай бұрын
Got a ton of errors trying to do this in 4.0, all of the errors pointed to a lack of bone layers. Everything was fine in 3.6 however.
@RakizFarooq
@RakizFarooq 8 ай бұрын
Blender 4.0 brought many changes to the api. Use your download link to get Uefy 2.6 that is minimum version for Blender 4. If you are working on a project from Blender 3.6 or older you will need to know how to set the new bone layer names. If not then you are better off starting with a new metarig in Blender 4 with Uefy 2.6 or above. It will provide all the correct bone layer names and support them in the export rig.
@beatsaberclipsforme7648
@beatsaberclipsforme7648 8 ай бұрын
all the bones are greyed out, anyone know why?
@RakizFarooq
@RakizFarooq 9 ай бұрын
UPDATE: Around 33:30 in the video I mention clicking on layers to make the deform bones visible. In Blender 4.0 and above the layers panel has been replaced by Bone Collections panel. Use the eye icon on Uefy Body, Uefy Face and Uefy IK collections to turn them on/off. It has the same effect as layers but everything is properly named.
@RakizFarooq
@RakizFarooq 9 ай бұрын
UPDATE: Around 5:10 in the video I mention clicking on layers to make the deform bones visible. In Blender 4.0 and above the layers panel has been replaced by Bone Collections panel. Use the eye icon on Uefy Body, Uefy Face and Uefy IK collections to turn them on/off. It has the same effect as layers but everything is properly named.
@TylerSerino
@TylerSerino 9 ай бұрын
After I build the skeleton, all of the armature bones are still visible but for you they are not. Why is that?
@RakizFarooq
@RakizFarooq 9 ай бұрын
In armature data properties, scroll up to the Bone Collections panel and turn off Uefy Body, Uefy Face and Uefy IK to stop showing the deform bones.
@Pulciu
@Pulciu 10 ай бұрын
Hi, any plans on making a CC4 and UE5 Skeleton tutorial?
@RakizFarooq
@RakizFarooq 10 ай бұрын
The metarig for CC3 was built by following the basic tutorial as shown in kzbin.info/www/bejne/o5iaZp6JoLCeq8k followed by kzbin.info/www/bejne/rGm4l4tsZ7iff5I to add additional bones for the face. The addon isn't aware of CC3 or CC4. You can follow the same process just pick the UE5 option when fixing the metarig.
@worbarry9735
@worbarry9735 10 ай бұрын
how to enable changing transforms on ik_hand_gun my gun is parented but i can not pose the weapon by adjusting transfom
@RakizFarooq
@RakizFarooq 10 ай бұрын
Select the IK bone you want to control in Pose mode. In the bone constraints panel set the Influence of the copy transform to 0.0 Then you can animate and key frame it like any bone.
@worbarry9735
@worbarry9735 10 ай бұрын
but then it will not follow hand_r@@RakizFarooq
@RakizFarooq
@RakizFarooq 10 ай бұрын
The default constraint setup on the ik bones have them follow the limbs on their own. If you want to do something different then you can change the copy constraint influence and/or target on the respective ik bones. You can have hand_r follow whatever you want to.
@RakizFarooq
@RakizFarooq 10 ай бұрын
Instead of setting the influence to 0 change the constraint target to one of the other ik bones. Set the influence to 0 on the other ik bone and animate that one. The first ik bone will then folllow along.
@D464J
@D464J 10 ай бұрын
Thank you my guy for developing such a robust tool 🔥👍🏾
@HaselnussWaffel
@HaselnussWaffel 10 ай бұрын
Hello Rakiz! I'm thinking of purchasing this, it really does look incredibly useful. Quite the complex pipeline. Great job, well done! However, I have a couple of questions if you don't mind. I'd like to base the skeleton off of the "new" UE5 versions, because I'm thinking if this is where Epic is going, then probably best to stick with that. But in that case you can only like half-follow the steps shown here, is that correct? For example: Say I have a custom character with no skeleton. Following what I read in the comments here, I would add a basic pose skeleton, skin my mesh to it. But then when you A-pose the mesh + basic pose skeleton automatically (to match UE4 pose super closely), the pose is UE4 Mannequin, which is not the same pose as UE5 Quinn / Manny. Would I basically have to manually add a UE5 Quinn and eyeball the bone positions? Or when the MetaRig is added. I read in the comments that you can include Metacarpal bones and extra spine bone. Great, but then again you press a button to pose the MetaRig, which is not a UE5 pose. So I take it you'd have to manually match the MetaRig to the previously posed skeleton? But the previously posed skeleton doesn't have the Metacarpal bones or extra spine bones. Etc. I guess I'm currently slightly confused how this workflow would work to get a really precise result for good retargeting inside UE5. Seems to me like one would have to kind of eyeball bone positions to a certain extend. Thank you!
@RakizFarooq
@RakizFarooq 10 ай бұрын
For rigging UE5 custom characters we only really do two things different. We would import the Unreal Engine 5 mannequin instead of the UE4 manny. The new version of the addon will correctly pose both the character and metarig according the new UE5 mannequin pose. Secondly before clicking on "Fix Metarig" we have the option to specify how many bones to add to the spine/neck plus to keep the metacarpals in the hands or not. The rest of the process follows exactly as shown in this tutorial. However import to Unreal Engine 5 and retargeting requires some additional work by setting up a couple of Rig related UE5 objects inside the editor. You can check that pipeline by following the links in the description of kzbin.info/www/bejne/d5nTgKWnrqyZZtE
@HaselnussWaffel
@HaselnussWaffel 10 ай бұрын
@@RakizFarooq Sooo, bought the addon, great stuff! And understood, thank you! That's awesome. So it poses to whatever you specify in Properties: UE Mannequin, that's so smart. I thought the pose was like hard-coded or something (basically always UE4 Mannequin). Question, though: When you create the final rig based on the MetaRig, the new bones (e.g. spine) don't seem to be weighted. Basically rendering all that elaborate weight painting at an earlier stage (When adding the Basic Pose skeleton) somewhat useless. I mean yes, the weight painting in that stage needs to be done properly to get the character into UE5 Quinn pose; But then you basically have to do it again on the Epic skeleton towards the end of the pipeline, is that correct?
@RakizFarooq
@RakizFarooq 10 ай бұрын
No.. If you follow the procedure as shown in the tutorial the original weights of the initial character are transferred to the final rigged character ready for export.
@HaselnussWaffel
@HaselnussWaffel 10 ай бұрын
@@RakizFarooq thanks again for the reply! Oh, I have to go through it again then. How can the weights be properly transferred though, if the bones don’t even exist on the initial character? Like the basic pose skeleton doesn’t have metacarpals or the extra spine bones that the UE5 manny has. However, the metaRig does. Are the weights just averaged divided up between the additional bones? On that note, when I pose the metaRig (like ->fix metaRig -> pose metarig), the metacarpals are left behind. That’s expected? Basic pose skeleton only has 1 hand bone, so I guess that would make sense. Thanks Rakiz, will try again.
@RakizFarooq
@RakizFarooq 10 ай бұрын
The addon only transfers weights for bones that exist in the initial skeleton. The Basic Posing Skeleton is only an example. If you need more bones like metacarpals or twists you can add them and weight paint them before starting rigging. You can also do Shift + A -> Armatures -> Uefy Script -> Reference Skeleton -> UE5 Manny 89 Proxy (A-pose) and use that as your initial skeleton instead of the Basic Posing one. It has all the default metacarpals and twists that you will need to weight paint. You can also add additional bones not in the Mannequin skeletons. There are rules for doing that as described in kzbin.info/www/bejne/pWOmg2yQrcekZsU and also shown in the advanced tutorial at kzbin.info/www/bejne/rGm4l4tsZ7iff5I
@salehakram2614
@salehakram2614 11 ай бұрын
Rename bone not working in uefy 2.5. is there any shortcut to rename bone? i have already watched all of your video for renaming bone but not success. please help
@RakizFarooq
@RakizFarooq 11 ай бұрын
Rename bone is working perfectly fine for me in Uefy 2.5 and Uefy 2.6 both. Most likely you missed a ' or " pair or a comma in the custom json file. Since the file is parsed by Python you are probably seeing errors. Fix the json file and it will work. Other than that there is also the bone chain rename tool. Plus you can always select each bone and press F2 to rename.
@RakizFarooq
@RakizFarooq 11 ай бұрын
In Uefy 2.6 you have to select the first and last bones in the chain before using the rename tool.
@salehakram2614
@salehakram2614 11 ай бұрын
@@RakizFarooq Every single bone renaming is very time consuming :(
@salehakram2614
@salehakram2614 11 ай бұрын
@@RakizFarooq Please Help Me
@RakizFarooq
@RakizFarooq 11 ай бұрын
You can reply to the email with your order id and download link. Attach images and description of the issue and of the steps you have taken.
@kakaiya
@kakaiya 11 ай бұрын
Thank you!
@roberttaylor4696
@roberttaylor4696 11 ай бұрын
Does this work with characters you want to have face animations on?
@RakizFarooq
@RakizFarooq 11 ай бұрын
Currently the addon supports only the older superface rig from rigify. You can build something like kzbin.info/www/bejne/o3u4iH2ud9-Kabs with it. That is a bit much though, you can also add additional bones for just the eyes and mouth as in kzbin.info/www/bejne/eHPCk6Gfjt90esU
@AerixArtGames
@AerixArtGames 11 ай бұрын
Everything else works great so far, and the tutorial is very in depth - but when I get to the metarig part, everything falls apart. Whenever I click "fix metarig" I receive a Python traceback error as follows: Python: Traceback (most recent call last): File "C:\Users\outsi\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\uefy\pose.py", line 1054, in execute self.do_fix_ue5_neck() File "C:\Users\outsi\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\uefy\pose.py", line 832, in do_fix_ue5_neck self.report({'Error'}, "Error: Neck/Head Bones spine.004, spine.005 and spine.006 must be in the metarig when fixing for UE5.") ValueError: UEFY_OT_fix_metarig.report(): error with argument 1, "type" - : 'Error' not found in ('DEBUG', 'INFO', 'OPERATOR', 'PROPERTY', 'WARNING', 'ERROR', 'ERROR_INVALID_INPUT', 'ERROR_INVALID_CONTEXT', 'ERROR_OUT_OF_MEMORY') No idea how to fix this, but this part does not seem to be working at all. All other steps have been followed and have worked properly so far. I know this is an old video, but I'm assuming you still comment as you posted an update here about a week ago it looks like. Any input would be much appreciated, really need to get this working. Thank you, - Connor
@RakizFarooq
@RakizFarooq 11 ай бұрын
Click on 'Refresh list' button in the Uefy Script Panel and make sure the Metarig option is set to the correct object ie a rigify "Human (Meta-rig)". I'm using Blender 4 with Uefy 2.6.0 and I'm not getting any errors with any of the options with the Fix Metarig tool. If you still have an issue you can reply to the email with your download link and attach your blend file or screenshots of the issue.
@RakizFarooq
@RakizFarooq 11 ай бұрын
I was able to reproduce this error. You definitely have the wrong object selected for the metarig in the Uefy Script Panel. Take action as suggested above. I'll add a nicer error message without the traceback in the next update for this situation.
@AerixArtGames
@AerixArtGames 11 ай бұрын
Thank you, this has been resolved - must have bugged out on me because I re-opened and then refreshed again and it was fine.@@RakizFarooq
@AerixArtGames
@AerixArtGames 11 ай бұрын
Also, while I did fix the metarig callback errors from occurring and the buttons functioning, I have clicked pose metarig and my metarig is now offset at least 0.1 meters from the characters original pose. If I were to send a screenshot if that helps, would I just reply to my purchase email or were you referring to sending a new email to you? Thank you again in advance and I appreciate the support. @@RakizFarooq
@RakizFarooq
@RakizFarooq 11 ай бұрын
You can reply to the email with your download link to contact me.
@RakizFarooq
@RakizFarooq 11 ай бұрын
UPDATE: Uefy v2.6.0 Released. Brings compatibility with Blender 4.0 and above.
@RakizFarooq
@RakizFarooq 11 ай бұрын
UPDATE: Uefy v2.6.0 Released! Added compatibility with Blender 4.0 and above. Rig Mannequins and Customs characters for Unreal Engine 5.
@activemotionpictures
@activemotionpictures 5 ай бұрын
I am interested in this addon, but is it compatible with Blender 4.1?
@RakizFarooq
@RakizFarooq 5 ай бұрын
At the time of this writing I'm using it with Blender 4.1.1 it works fine.
@rem3072
@rem3072 Жыл бұрын
Hi everyone, I just purchased this addon thinking I would be able to rig a custom character using rigify and export it to UE5 with mannequin skeleton. I watched a couple of videos but the closest one was the one where he uses a Mixamo character, which is not what I want. I'm very frustrated since this is the third plugin I purchase and nothing seems to work consistently. Has anyone done it succesfully from the start? And if so, I would really appreaciate any guidance.
@RakizFarooq
@RakizFarooq Жыл бұрын
You can absolutely rig a custom character to the UE5 mannequin skeleton using Uefy addon. But let me ask you this .. How much time did you spend learning what an armature is? how to add bones? what is a constraint? what is skinning? how to weight paint? How many times did you attempt to rig and export simple objects like boxes with lids etc without any addon to learn what the exporting pipeline is? If the answer to all of the above is nothing than I'd say you will continue to be frustrated and waste your money, because no addon is a replacement for actual time spent learning, knowledge and experience. If you have questions on how to use the addon and what to do then be specific. Tell us what you are trying to do and what steps you took in detail. I can't get it to work is not a question.
@rem3072
@rem3072 Жыл бұрын
Hi @@RakizFarooq and thanks for your quick response. I have been using Blender and Unity for about 10 years now. Im not a rigger, however Im very familiar with the process using both simple bone armatures and rigify, skinning, weight painting and making games in Unity. Im new to Unreal, and I did not mean to be rude or anything, my frustration comes from several errors and crashes that I have been getting with UE5 when importing skeletal meshes. My question is: I have a character, custom made, I dont have it rigged or skinned yet, is only the mesh at the moment. I want to know what is the best approach to use the addon to add the skeleton, skin it using rigify so I can add my own animations but still retain the compatibility with UE5 mannequins so I can use UE marketplace animations as well as my own. I also learned how to retarget animations in UE, which is far better and more elegant than Unity Mechanim. Thanks for your time, looking forward to hearing from you.
@RakizFarooq
@RakizFarooq Жыл бұрын
In order to use Uefy your static mesh needs to be already skinned to a skeleton. The addon doesn't weight paint for you. The best course of action is to do Shift + A -> Armatures -> Uefy Script -> Reference Skeleton -> Uefy Manny89 Proxy (A-Pose) to bring a prebuilt skeleton into the scene. Weight paint your character to this skeleton. Do not weight paint it directly to Rigify, it will complicate matters to no end. You can also weight paint it to any of the other reference skeletons in the list if you want to. Once you have finished skinning your character. Start with the tutorial at kzbin.info/www/bejne/o5iaZp6JoLCeq8k to rig custom characters. That tutorial rigs a mixamo character to a ue4 skeleton. But the process if the same for you. The reference skeleton you skinned in the previous step will act as the character's original skeleton and it's weight paint will be transferred to the final rigify rig for export to UE5. The only things you will do differently is in "Metarig Operators" you will check the "Keep Metacarpals" checkbox and change the spine to be "6 spine 2 neck 1 head (UE5)" before you click on the 'Fix Metarig' button. The rest of the tutorial is as shown in the video and it will give you a rigify rig that is exportable to Unreal Engine with a UE5 mannequin 89 bone skeleton hierarchy. To be clear at this point when you import your character into the engine. You will select a "New Skeleton" or a skeleton that was built in blender previously imported. You can not select the original mannequin skeleton that comes with the engine. If your goal is to import characters directly to the original mannequin skeleton. Uefy has support for that too, it requires a couple of extra steps but it is not a recommended process.
@rem3072
@rem3072 Жыл бұрын
@@RakizFarooq thanks for the explanation, I will try that and let you know how it went.
@MaxPlaymaxx
@MaxPlaymaxx Жыл бұрын
Is it possible to just import the animations into unreal? Since the Manny is already in unreal why would i have to import it again? Is there a way to export the animations from blender so i can import it to the existing Manny skeleton?
@RakizFarooq
@RakizFarooq Жыл бұрын
Differences in how bone rolls are stored in Blender and UE5 prevent that when using Rigify/Uefy. The workaround is to export a skeleton created in Blender to Unreal which can directly run Blender made animations. Once the Blender created animation is in Unreal, if needed it can also be retargeted to the original mannequin.
@hassanalhobail8084
@hassanalhobail8084 Жыл бұрын
Can you help? Now after I do the IK Rig, how can I use it to create or modify my animations??
@marcoschmid621
@marcoschmid621 Жыл бұрын
amazing video. I've learned so much!
@pianosouls_yt
@pianosouls_yt Жыл бұрын
will it work with genesis9? thanks
@marcoschmid621
@marcoschmid621 Жыл бұрын
Hi when i try to build skeleton it says "IK FAILED: A bone required for IK setup was missing." The Body below the Pelvis is not moving. What are the IK bones that are required? Is this basically saying there's a missing vertex group for that ik bone?
@RakizFarooq
@RakizFarooq Жыл бұрын
It means the addon can not find a foot_l or foot_r bone. This could be for many reason. You should check that the bones actually exist, with correct name and in correct position in leg chain hierarchy.
@marcoschmid621
@marcoschmid621 Жыл бұрын
@@RakizFarooq thanks. In which one do they have to exist? In the metarig?
@RakizFarooq
@RakizFarooq Жыл бұрын
Yes in the metarig there needs to be a foot bone. It should be named foot.L in the metarig. However manually adding a bone is not the answer. Uefy is designed work with the rigify limbs.leg sample type. This sample has all the details needed to complete a fully functioning rigify leg rig. You should use Shift + A -> Armatures -> Human (Meta-rig) and follow procedure shown in this video to fix the metarig, it is prebuilt with limbs.leg and limbs.arm samples. Or if you are an advanced user you can directly add a rigify limbs.leg sample type. But you can not put together a bunch of bones and call it a leg.
@marcoschmid621
@marcoschmid621 Жыл бұрын
Thanks. The metarig has these bones. Could there be another reason? @@RakizFarooq
@RakizFarooq
@RakizFarooq Жыл бұрын
If you created a json file for renaming bones of your original character make sure the entries for the feet are set correctly to "foot_l" and "foot_r". Also make sure there are not any other misnamed bones. These are case sensitive names, all of them must be correct. Review all the bone names of your character original unrigged skeleton after running the json file. They should match the hierarchy in the Unreal Mannequin. Other that I can't think of anything else. The addon is working correctly for me running on the default rigify human meta-rig.
@pianosouls_yt
@pianosouls_yt Жыл бұрын
wow thanks useful
@danielwallace7372
@danielwallace7372 Жыл бұрын
@4:18 - when I click my rig & select BUILD SKELETON - the mesh becomes unbound... and thus there are not skin weights applied to the mesh. Am I doing something wrong?
@RakizFarooq
@RakizFarooq Жыл бұрын
This video is only for rigging the Unreal Mannequins. If you are rigging a custom character follow the instructions in kzbin.info/www/bejne/o5iaZp6JoLCeq8k . There are additional steps to ensure the weights from the original skeleton are transferred correctly to the final export rig.
@Dhieen
@Dhieen Жыл бұрын
I don't understand this tutorial, at the end you can import a custom mesh that will be compatible with the basic sk_mannequin? and create custom animations that will automatically be compatible with sk_mannequin? And what is the roll thing you do at the end? what is its purpose? its not clear At the end you say that you have a new character? but what is the purpose of doing that if its not compatible with ue5 character?
@RakizFarooq
@RakizFarooq Жыл бұрын
This tutorial is for rigging the Mannequin character only. To rig a custom mesh you can check kzbin.info/www/bejne/o5iaZp6JoLCeq8k
@RakizFarooq
@RakizFarooq Жыл бұрын
Unreal engine and Blender have different default orientations on the bones. So even if you have the exact same bone hierarchy. The skeletons will not be compatible. This is due to differences in how rigging and animation is handled in UE5 and Blender. To get around this problem Uefy offers two different export options. The export with "UE Rolls" is a drop in replacement for the original sk_mannequin skeleton. There is no difference, all existing Blueprints and animation should just work with out any retargeting. The downside of this approach is that the character becomes incompatible with Blender due to the different orientation of the bones. You can not create new animations with it or export them to unreal. This is where the other export with Blender rolls comes in. If you follow that path you can rig a character, create new animations and directly export both to Unreal using a new skeleton (not original sk_mannequin). You will need to setup retargeting and create your own blueprints. But if Blender is your main tool then this is the recommended path as both characters and animations work on direct import. Once you have your Blender Rolls based character and animations in Unreal. You can also use UE5 to retarget your custom animations to the original UE5 mannequin. In this way your custom animations will also work with any UE Rolls character imported to the original mannequin.
@mikerusby
@mikerusby Жыл бұрын
really in depth tutorial, Its actually harder then it seems :) partucularly walk cycles seems tricky to get just right
@mikerusby
@mikerusby Жыл бұрын
when i copied and pasted the hips to frame 13, it did not copy it flipped, just the same pose as frame 1 ?
@mikerusby
@mikerusby Жыл бұрын
it worked in the end, not sure what I did wrong :)
@mikerusby
@mikerusby Жыл бұрын
good stuff. I kind of knew the process, but not the subtleties of doing it ie which order to do the tweaks in etc
@amirali-fv2jb
@amirali-fv2jb Жыл бұрын
Hi, I need help asap, by doing this will i be able to run my uefy rigify animations on the ue5 mannequin?please help thanks
@Xsabino1
@Xsabino1 Жыл бұрын
a melhor tecnica que ja vi. obrigado
@FF-FAN9999
@FF-FAN9999 Жыл бұрын
why are u adding the ball as the foot ik goal? i was getting weird results with it. only seems to work if i select the actual foot bone as my ik goal. Also, youre not doing limb solvers for each limb?
@Sudsman16
@Sudsman16 Жыл бұрын
If im using rokoko retargeting on the bones do I need to set up the rig as well?
@BeviCall
@BeviCall Жыл бұрын
PLEASE CONSIDER MAKING A DISCORD... your add-on is amazing but yt comments are limited with no images or video.
Жыл бұрын
You are a genious! Thank you!
@worbarry9735
@worbarry9735 Жыл бұрын
i am getting this error when importing to unreal "Multiple roots are found in the bone hierarchy. We only support single root bone."
@BeviCall
@BeviCall Жыл бұрын
I'm thinking your root isn't set up. Go to your Skeleton in Unreal and check the hierachy. The top root should be root, then pelvis and spine_01, spine_02, spine_03
@artofadval
@artofadval Жыл бұрын
thanks a bunch for this
@NotAnIlluminatiSpy
@NotAnIlluminatiSpy Жыл бұрын
One thing that is annoying me currently is how many models I have using a ue4 sk mesh that haven't been updated to use the new 5 spine version. Am I right in thinking that this tool(2.5) would let me export to blender, rip out the current skel and slap in the new Manny/Quinn sk in the manner shown in this video? on any mesh I have using ue4 skel?
@RakizFarooq
@RakizFarooq Жыл бұрын
No .. even though it is something you could do with Uefy. That is not what the tool is for and you will need to add weight paint for the missing bones in the original skeleton. More importantly why would you want to convert UE4 characters to a UE5 skeleton anyway? It offers no benefit. The animation retargeting system in Unreal Engine 5 lets you use any kind of skeleton with relative ease.
@NotAnIlluminatiSpy
@NotAnIlluminatiSpy Жыл бұрын
@@RakizFarooq I know the anims can be retargetted easily enough through the ikrt tools (and honestly, with much better results than 4.27) but I have other plugins that essentially don't work as well without the 5 spine sk version. They deal with warping, and other new functions of the anim BP they claim only work/work better with Manny. I don't understand it at all, so you might be right, I'm only regurgitating what I've been told so I couldn't tell you either way. Thanks for the speedy reply, though. <3
@RakizFarooq
@RakizFarooq Жыл бұрын
You may be correct about using other plugins. I tend to write my own code so this is not an issue for me. If you want to convert a UE4 skeleton to a UE5 skeleton you will need to provide weight paint for all the new bones in the spine/hands/twists etc using built in skinning tools of Blender.
@nuke2625
@nuke2625 Жыл бұрын
This is freaking awesome dude. You didn't skip anything.
@Amaterasu829
@Amaterasu829 Жыл бұрын
Hello, i found a problem with retargeting ik bones, if i retarget them, ik foot and ik hand bones don't retarget properly and i don't know what i need to do for solving this problem( Chains for them were created, so i don't know, it has to work, but doesn't.
@RakizFarooq
@RakizFarooq Жыл бұрын
I ignore IK bones in this tutorial but they do work. The addon creates all the required bones. But you need to properly setup IK in unreal editor. This requires more than just creating chains for the bones. You can reference this post forums.unrealengine.com/t/uefy-2-0-pro-edition-make-blenders-rigify-rigs-compatible-with-ue5-also-has-a-free-version/120782/259?u=waves
@Amaterasu829
@Amaterasu829 Жыл бұрын
@@RakizFarooq thank you very much) And yeaa there are problems with ik bone rotations((