Blender UE5 Manny Rig with Customization Support

  Рет қаралды 1,207

KLI

KLI

Күн бұрын

Пікірлер: 16
@eliasjuliobeneditod.a9594
@eliasjuliobeneditod.a9594 3 күн бұрын
Great work! Surely all of us developers appreciate this!
@TheRoyalSkies
@TheRoyalSkies 2 ай бұрын
This is awesome, thank you!
@attentivenettle7643
@attentivenettle7643 18 күн бұрын
damn this man is a real life super hero
@klidoes3d
@klidoes3d 21 күн бұрын
Be sure to check the description above! It's been 3 month and there have been minor patches to the rig!
@Andrey3Ds
@Andrey3Ds Ай бұрын
good work!
@Derdy29
@Derdy29 Ай бұрын
Good video)
@gabrielurtado6317
@gabrielurtado6317 27 күн бұрын
Great video! What if I want to add some custom rigify bones(like tail for example), would it work?
@klidoes3d
@klidoes3d 25 күн бұрын
Yep, you can introduce additional bones to Manny, then adding more controls in Rigify to drive them. The setup I support in this little package are 1:1 for Manny, since the name map in the script are for Manny only. You can still follow the same concept to expand upon your own rigs.
@徐少甫-w9y
@徐少甫-w9y Ай бұрын
hi,this video is great~ i just wonder how to replace my custom character into this rig you created?
@fotuoh
@fotuoh Ай бұрын
Import your character to the SKM_Manny file, and then transfer weights from Manny to your custom character. Royal Skies made a video about this rig worth checking out!
@klidoes3d
@klidoes3d Ай бұрын
This is a long form video I recorded b/c someone else asked a similar question. Take a look, and it should cover what you need. It is going to stay unlisted as it is not as compact. kzbin.info/www/bejne/q4irmGpje7t4gck
@themainfandom1499
@themainfandom1499 Ай бұрын
Sorry, I’m not the best at rigging, I want to understand a bit better. Are you saying we rig the model using the meta rig, then run the code to create the binds, and then from there the model will use the UE5 rig because of the code. And we can control the UE5 rig with the control rig to make animations?
@klidoes3d
@klidoes3d Ай бұрын
You can replace the skeletal mesh in SKM_Manny. As long as the Armature/Skeleton is still there, whatever skeletal mesh you bind to the Armature/Skeleton can be driven by the existing setup. All example animations will also be reflected on your own character.
@themainfandom1499
@themainfandom1499 Ай бұрын
@@klidoes3d thank you
@Z_Rawl
@Z_Rawl 2 ай бұрын
I love this! How do I export and import it into UE5 to replace it with the original Manny? I can't get it to work in Lyra
@klidoes3d
@klidoes3d Ай бұрын
Any animation you export with this, with the X & -Y setting for the armature, should work with Lyra. Upon import, be sure to select their Skeleton, and the animation will register as a usable animation.
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