UPDATE: From Uefy 2.1 onwards the 'Preprocess' functionality has been automated away. Just skip direct to 'Build Skeleton' where the video says to click on preprocess.
@RakizFarooq2 жыл бұрын
UPDATE: From Uefy v2.5 onward rigging for Unreal Engine 5 mannequins can be done as shown in kzbin.info/www/bejne/d5nTgKWnrqyZZtE
@flyingfox094 жыл бұрын
Bought your previous version of the script and found it extremely usefull. Its exciting to see you have improved it further. Congratulations on the mega grant!
@Akishaqs4 жыл бұрын
Hey, can you make an updated tutorial for custom characters! Thanks!
@RakizFarooq4 жыл бұрын
UPDATE: Make sure you have enabled Rigify addon and FBX support in Edit -> Preferences -> Addons menu shown at 0:27 . If you don't do this you will get an error when importing skeletons from the Uefy Script armature menu.
@davidj99773 жыл бұрын
I think it would help if you explained to people *why* they have to standardize around a skeleton built in Blender. This is because Maya/FBX/UE support *per-bone* orientation information, while Blender only supports bones facing towards +Y. The default UE4 mannequin has left leg bones that point towards -X and right-leg bones that point towards +X. Blender is not capable of preserving this information through an import/export cycle. The only solution is to build a skeleton inside Blender which has all bones in the Blender dictated orientation, and standardize on THAT rig in Unreal.
@lukeagex3 жыл бұрын
Thanks David. This background info is super helpful.
@techno27763 жыл бұрын
Everything worked fine, but when I try to rotate (3:33) then the mesh is not moving. Only the colorful shapes, but not the shapes of the right arm:) What am I doing wrong?
@techno27763 жыл бұрын
I also see, that the "rig" under uefyscriptpanel is red. If I press build skeleton, then it says "rig is not set in uefyscriptpanel". Why do I not see a "rig" in the list?
@RakizFarooq3 жыл бұрын
Following the video with Uefy v2.3 and Blender 3.0 works perfectly for me. Please note this video is for rigging the unreal mannequin for custom characters follow kzbin.info/www/bejne/o5iaZp6JoLCeq8k
@techno27763 жыл бұрын
@@RakizFarooq Thank you. I will try it.
@RakizFarooq4 жыл бұрын
UPDATE: Make sure you have at least Uefy v2.1.4 before you follow this video. The previous version had an incorrect roll for one bone on the right thumb. It has since been fixed. Use your existing download link to the get the latest update.
@yoyobird84277 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
@RakizFarooq7 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.
@yoyobird84277 ай бұрын
@@RakizFarooq lol ty i just finished watching it actually. this is really awesome stuff.
@SeanieBlue183 жыл бұрын
Hey Rakiz, for some reason preprocess operators isn’t showing up for me.. do you know why that might be happening?
@RakizFarooq3 жыл бұрын
Preprocess operator was automated away in an earlier version. Where it says to preprocess just skip ahead to the next step.
@SeanieBlue183 жыл бұрын
@@RakizFarooq appreciate it! 👍🏾
@CrossPadCastle13 жыл бұрын
I have uefy but no mannequin do I have to download it separately?
@RakizFarooq3 жыл бұрын
Create an Unreal third person project from the the launcher. Find and select the mannequin mesh in the unreal editor. Right Click -> Asset Actions -> Export to get it in FBX format. Use a mannequin exported from the engine yourself. Do not download it from the internet.
@CreativeOven3 жыл бұрын
So is this good for UE4 mannequin on blender model?
@RakizFarooq3 жыл бұрын
This tutorial is for quickly rigging the unreal mannequin for other characters see kzbin.info/www/bejne/o5iaZp6JoLCeq8k
@lxxVENGENCExxl3 жыл бұрын
brought the uefy and I got to the part when i installed the ad on and enabled it however when i try to import the fbx file the mannequin rig doesnt show what i am missing?
@RakizFarooq3 жыл бұрын
Are you using a mannequin exported from the unreal engine yourself? Explain 'rig doesn't show'? Does the mesh show and the armature doesn't or nothing can be seen or import options are not visible?
@RakizFarooq3 жыл бұрын
Make sure Rigify and FBX addons are enabled in Blender editor preferences.
@lxxVENGENCExxl3 жыл бұрын
@@RakizFarooq rigging: Uefy script is checked which is the zipped file that correspond with my uefy-2_2_0.zip file and import-export: FBX format is enabled my issue is unlike the your video when you went to import the file i don't have any of what your were showing to allow you to import the rig you were using ( i know im doing something wrong or there is a set i might be missing) i haven't done anything with ue4 is there something i need to do on that platform in order import?
@RakizFarooq3 жыл бұрын
You need to export the mannequin from Unreal Engine before you can import it to Blender. Start any third person template project in UE4 Editor. Find and select the mannequin right click -> Asset Actions -> Export. This will create the fbx file in any folder you select. You can then import this file in Blender.
@lxxVENGENCExxl3 жыл бұрын
@@RakizFarooq thank you for the help
@Mejo1122 жыл бұрын
I have a problem here, when I get to the part to retarget animations to skeleton duplicate anima assets and target, I don't have a rig to select in the left part of the window, even though I followed the instructions and did the same thing twice, the same problem appeared both times
@RakizFarooq2 жыл бұрын
Around 5:41 I click on the "Apply to Asset" button then I set the "Humanoid Rig" in retarget manager. If it still doesn't work make sure you do these steps on both source and target skeletons in your animation retarget. i.e. if your source animations are on the default mannequin make sure Humanoid Rig is set on that skeleton as well as the skeleton for your character.
@Mejo1122 жыл бұрын
@@RakizFarooq Thank you for reply
@DarwinTenk4 жыл бұрын
Thanks for the video. Now I need to figure out how to export custom character from Character Creator 3 and use it with UE mannequin
@Zandatsu3364 жыл бұрын
i also need this
@cj-xr2kd4 жыл бұрын
To get cc3 characters into unreal, just use the auto setup tool from reallusion. It fixes the materials and makes animation retargets in unreal work very easily.
@RakizFarooq4 жыл бұрын
Uefy v2.2 has added direct support for CC3 characters ( kzbin.info/www/bejne/eHPCk6Gfjt90esU ). It is a free update you can get the latest file by using your existing emailed download link.
@zare7753 жыл бұрын
hi i' very new to all that kinf of stuff. I was wondering if i purchase a character from a 3d marketplace but a non rigged one, will i be able to rig it for unreal with your plugin ? Thanks.
@RakizFarooq3 жыл бұрын
The addon provides a basic posing skeleton for binding the mesh. But you will still need to weight paint it yourself.
@zare7753 жыл бұрын
@@RakizFarooq just bought your add-on. Now i need to learn what weight paint means ahahaha
@truegeorg3 жыл бұрын
Blender 3.0 supported?
@RakizFarooq4 жыл бұрын
UPDATE: Uefy v2.1.2 Released! This is a maintenance update. If you are using Blender 2.90 and get errors on generating the metarig from the popup menu. Upgrading to this version will solve the issue. Use your existing emailed download link to get the latest file. Send a reply to the email if there is any issue and I'll look into it.
@kite9192 жыл бұрын
Hey a question; when I try to copy and retarget the animations in UE, my skeleton only appears if I uncheck the "only show compatible skeletons". In Unreal Engine 5, my imported mesh doesnt animate properly (parts are displaced and disconnected), but in UE4.27 it works, even though it wasnt under the compatible skeleton list. Any experience with that?
@RakizFarooq2 жыл бұрын
When importing a character you have to click on 'Apply to Asset' button in preview scene settings. You also need to set the 'Humanoid' rig in retargeting manager. You need to take these steps for both characters involved in the retarget. So do the above for both source and target characters. You can review kzbin.info/www/bejne/o5iaZp6JoLCeq8k around 36 min.
@prophetdenis84133 жыл бұрын
how would you do that for the female mannequin
@RakizFarooq3 жыл бұрын
You can rig the female mannequin by following this video kzbin.info/www/bejne/o5iaZp6JoLCeq8k for rigging custom characters.
@xdeschenes3 жыл бұрын
Hi, I've just got your nice tool but I ran into a problem. I used the Mannequin Metarig on a smaller character of 80cm with 3 fingers, thats the only difference i can see from your video. I scalled down the Mennequin Metarig to the appropriate size and apply all transforms to fit my modeled and modified the positions of bones to fit the proportion of my Character mesh. When I click on Generate Rig everything seems fine and all the splines are at the right spot and IK and stuff looks like its working then I go to the next step and Build skeleton and it seems to calculate then when its over i move part of the Rig and the mesh is just not bending with it. there is no weight or no deformation to the mesh... any idea why?
@RakizFarooq3 жыл бұрын
This addon doesn't do weight painting for you. It seems you are trying to rig a static mesh that has no existing bones or weight paint. If this is the case you can go to object mode do Shift + A -> Armature -> Uefy Script -> Reference Skeleton -> Basic Posing Skeleton to get a prebuilt skeleton into the scene. Position the bones into your mesh and attach with 'Automatic Weights'. Use Blender's weight painting tools to update the weights. Then you can follow the tutorial at ( kzbin.info/www/bejne/o5iaZp6JoLCeq8k ) for rigging Custom characters to add Rigify to your character and it will transfer the weights to the final rig. Full Playlist: kzbin.info/aero/PL5EVTuZGY1UYjcB1z-pvLXkTk0E0B2FRA
@xdeschenes3 жыл бұрын
@@RakizFarooq Ok I didn't get that the mesh had to be previously weighted before with the same skeleton.. I actually followed your tutorial for UEFY version 1.3 before so I have another version of the character already rigged with a custom skeleton but I thought maybe it's better I rig it on the skeleton already set you have in the pro version.. I am very impressed that unreal engine have so much feaures inside for so many things but that it takes such a lenghty process just to import a custom character into it. Thanks for making this tool, once i get it right, it will save me lots of time.
@michaelmckay84112 жыл бұрын
I am unable to find the Preprocess Operations at all anywhere in the menu. I am using Blender 3.0
@RakizFarooq2 жыл бұрын
Preprocess was automated away in an earler version. Just skip to the next step.
@michaelmckay84112 жыл бұрын
@@RakizFarooq Thank you for the reply, good to know. I have followed all the steps until the end. When setting up the skeleton to be re-targeted it does not show up on the list at all, any advice?
@RakizFarooq2 жыл бұрын
You have to click on 'Apply to asset' on your character as shown around 5:42 You also need to set the humanoid rig in retargeting manager individually on both your character and original mannequin skeleton.
@michaelmckay84112 жыл бұрын
@@RakizFarooq Thank you, That did the trick! Your level of support on your addon is amazing. Very Glad I purchased. For anyone else whom comes across this and is thinking of getting this addon do it you won't regret it.
@stoyandimitrov69652 жыл бұрын
How to solve the problem? The hands of the skeleton on the rig go far beyond the hands of the mannequin
@RakizFarooq2 жыл бұрын
You probably did not set retargeting options on the skeleton as shown at 5:10
@stoyandimitrov69652 жыл бұрын
@@RakizFarooq The problem comes from Unreal 5 mannequin, it would be great to run a tutorial on unreal 5 mannequin.
@RakizFarooq2 жыл бұрын
Uefy v2.5 will have direct support for manny in Unreal Engine 5. It is under development at the time of this writing. It will be a free upgrade. Currently you can follow docs.unrealengine.com/5.0/en-US/ik-rig-animation-retargeting-in-unreal-engine/ to use UE4 mannequin with UE5.
@madturtle843 жыл бұрын
So what's the different between the default sk_mannequin_skeleton and this uefy2_skeleton? What did the tool actually do?
@RakizFarooq3 жыл бұрын
That is a good question! There is a difference between a simple deform skeleton and an animation rig. If you want to create new animations you need a proper animation rig like the Rigify system in Blender. For example this animation made with rigify ( kzbin.info/www/bejne/pYuUZamfmd-GqZY ). The problem is that the rig created by rigify creates issues when imported to Unreal. It also causes problems with retargeting. Uefy makes updates to the output rig that resolves all these issues. Uefy does more that one thing. Think of it as a Blender/Rigify to Unreal import pipeline. That lets us use Rigify as our main rig and Blender as the main DCC application.
@ashwinj98792 жыл бұрын
which video to refer for fuse character'
@RakizFarooq2 жыл бұрын
You can follow kzbin.info/www/bejne/o5iaZp6JoLCeq8k for characters other than the mannequin.
@ZlimAxD3 жыл бұрын
How do i put that meanequin skeleton to another mesh to some random mesh without a bones or anything ... i canon find it anywhere can u pls help me show me some yt guide or somethim im so lost XD
@RakizFarooq3 жыл бұрын
This playlist kzbin.info/aero/PL5EVTuZGY1UYjcB1z-pvLXkTk0E0B2FRA shows rigging for various character types.
@gryphonsegg2 жыл бұрын
downloaded, installed, does not show up in the view menu. Help?
@RakizFarooq2 жыл бұрын
Most operations are context sensitive, you need to have an armature or mesh selected in most cases. What part of the tutorial are you at? Did you enable Uefy, Rigify and FBX addons in blender preferences.
@gryphonsegg2 жыл бұрын
@@RakizFarooq I was lost thinking it was gonna show up and it’s own tab and not realize that it was showing up in another tab along the side
@Xandra3D3 жыл бұрын
Hey there! I'm trying to use this with a character rigged directly to the mannequin skeleton and the only difference is they have eye bones. Adding those bones at the Metarig stage seems to give the error "mmd_bone does not support UI data" at the generate rig stage. I just want to quickly make the mannequin rig with added eyes, is that possible? :)
@RakizFarooq3 жыл бұрын
Please review kzbin.info/www/bejne/pWOmg2yQrcekZsU for rules on adding extra bones to the metarig. You can also check kzbin.info/www/bejne/rGm4l4tsZ7iff5I where I add several extra bones to a character. Additionally you can review the metarig presets provided with Uefy for cc3 and daz characters which have extra bones for eyes.
@Xandra3D3 жыл бұрын
@@RakizFarooq Thanks so much for your fast reply, I really appreciate it! I've watched the video about adding extra bones to the Metarig, and it seems I can add them and generate rig now, but I am still unable to apply skin weighting to those bones. Under layers when I check the export rig, those new bones don't seem to exist.
@RakizFarooq3 жыл бұрын
Make sure you are using a supported type of extra bone. For eyes you would add a 'basic.super_copy' type bone. You can find a list of supported types in rakiz.com/uefy FAQ section.
@deluxepopper3 жыл бұрын
So if i get this right i can do animations in Blender with UEFY 2 that is working straight off the bat with Unreal SK_Mannequin or other characters that uses this bone hierarchy? meaning i don't have to do any tedious retargeting to get this to work?
@RakizFarooq3 жыл бұрын
No .. You can choose to either use the blender made character directly (my default preference). In which case blender made animation work immediately and existing unreal animations need retargeting. OR you can use set UE rolls function which reverses the situation. In either case because of the way Uefy 2 process sets the bone names and character pose. Retargeting is not tedious, it takes barely any time at all.
@deluxepopper3 жыл бұрын
@@RakizFarooq Thanks for replying.Yes it was the UE rolls i was referring to and i had hopes i could do animations for this mode and import into Unreal without retargeting.. I own the complete pipline suite from Reallusion but their keyframe animation tools are competely retarded.. hence i would have loved to go back to the raw feel of Blender... i'm sure retargeting is easy for some but i purchased the Reallusion suite to bypass it.. Being a single gamedeveloper and doing all coding, graphics, dialogue e.t.c e.t.c it's a blessing to keep all these "in between steps" to a minimum.. there's enough of tedious things as it is. Cheers
@RakizFarooq3 жыл бұрын
yeah I understand what you mean. For my part I keep an animation repository project with all anim packs I own retargeted to a mannequin I rigged in Blender using Uefy. I can then just copy the assets to any new project without needing to retarget everytime.
@deluxepopper3 жыл бұрын
@@RakizFarooq Thanks for taking the time to respond. I will probably buy this add-on anyway just to have another option.. :) maybe i have some use for it and it's nice to help developers like you to get more options to suit better workflows.. Blender needs good addons as it can be pretty rough at times..Cheers
@jessetomi3 жыл бұрын
Followed the steps but the animations don't apply in UE4. Any tips to why this might be?
@subatoistormborn54993 жыл бұрын
will Uefy work with Blender 3.0?
@RakizFarooq3 жыл бұрын
Yes .. Uefy works with Blender 3.0 The primary version for compatibility will remain Blender 2.93 LTS until the next Long Term Support which is Blender 3.3 LTS. I have already switched to Blender 3.0 for my own use and so far I've tested rigging the mannequin and basic functionality which all works. I don't expect there will need to be any changes and no one has reported any issues either.
@RakizFarooq3 жыл бұрын
I've also tested Uefy with UE5ea and had no issues there either. Everything worked as expected.
@MrEddykudo2 жыл бұрын
hey, thanks for your script. will there be a tutorial on how to use the new ue5 mannequin (manny/quinn) and control rig?
@RakizFarooq2 жыл бұрын
The next version of Uefy v2.5 will have direct support for UE5 manny. It is under development at the time of this writing. It will be a free upgrade. In the mean time you can still use UE4 mannequin with Unreal Engine 5 using retargeting as shown in docs.unrealengine.com/5.0/en-US/ik-rig-animation-retargeting-in-unreal-engine/
@techno_shaman3 жыл бұрын
Do I have to do this procedure to every character I export from CC3? Is there a way to save and just apply to every subsequent character? If I have 10 characters I want to rig and import into UE4, do I have to manually do this for every one?
@RakizFarooq3 жыл бұрын
The rigging process for cc3 characters is shown in kzbin.info/www/bejne/eHPCk6Gfjt90esU and it is a good deal more involved than rigging the mannequin.
@pawpotsRS4 жыл бұрын
do it needs the character mesh you have to be named as SK_Mannequin because even following this I can't make my custom character moved or it doesn't add vertex groups at all so I'm confuse.
@RakizFarooq4 жыл бұрын
This tutorial is for rigging the Unreal Mannequin only. For custom characters please see kzbin.info/www/bejne/o5iaZp6JoLCeq8k
@SampleTheWorld3 жыл бұрын
Is there an easier way to animate with forward kinematics? Using IK all the time can be tedious
@RakizFarooq3 жыл бұрын
With rigify controls you can switch between IK and FK as you see fit.
@jessetomi3 жыл бұрын
Hi Rakiz, Can I get a link to download the mannequin?
@RakizFarooq3 жыл бұрын
You can get the mannequin by starting a third person template project in unreal. Find SK_Mannequin in the editor's content folders. Right click -> Asset Actions -> Export.
@jessetomi3 жыл бұрын
@@RakizFarooq Thanks. Does this work for First Person imports too?
@RakizFarooq4 жыл бұрын
This video is for rigging the Unreal Mannequin. For custom characters try kzbin.info/www/bejne/o5iaZp6JoLCeq8k
@TheMycoma4 жыл бұрын
Hallo, if i have a little bit different skeleton, without fingers, can i make my mesh in ue4 mannequin skeleton and then import this mesh in my game and use all ue4 skeleton animations? I want to use just one skeleton for all my characters. Thank you for your great plugin. You are awesom!
@RakizFarooq4 жыл бұрын
The finger bones are optional. You can delete them in the metarig and continue building the rest of the rig as shown in the video. Just keep in mind that rigify requires 3 bones per finger. So either delete or keep all the finger segments. This video is about the mannequin you should follow kzbin.info/www/bejne/o5iaZp6JoLCeq8k for any custom characters.
@giorgijankhoteli58033 жыл бұрын
should i use same method to rig custom characters ?
@RakizFarooq3 жыл бұрын
No .. this tutorial for quickly rigging the mannequin. For custom characters you can check ( kzbin.info/www/bejne/o5iaZp6JoLCeq8k ). There are also other videos for more advanced use cases. See full playlist: kzbin.info/aero/PL5EVTuZGY1UYjcB1z-pvLXkTk0E0B2FRA
@Pharoah12244 жыл бұрын
What would i need to do differently, to rig a paragon character like you did in the past?
@RakizFarooq4 жыл бұрын
To add additional bones to the character like shoulder pads etc you follow the process shown in kzbin.info/www/bejne/pWOmg2yQrcekZsU . The only difference from that video is that you would keep the mode to 'Epic Skeleton' for biped characters so they can work with the mannequin.
@Pharoah12244 жыл бұрын
@@RakizFarooq if i ignore extra bones for the time being, which video would i follow? The mixamo video?
@RakizFarooq4 жыл бұрын
I would suggest rigging the mannequin first with this video then follow kzbin.info/www/bejne/o5iaZp6JoLCeq8k to get familiar with the basic process. You can continue to add extra bones after finishing that video without starting over.
@FlammingtonStudios4 жыл бұрын
When I build the skeleton, my character's hands pinch together, I've messed with the weight painting and can't seem to fix it. What could be causing this?
@RakizFarooq4 жыл бұрын
The addon does not modify weight paint only uses what is already there.
@FlammingtonStudios4 жыл бұрын
@@RakizFarooq I figured that was the case, which is why I think this isn't a weight paint issue (since I already tried to fix it that way) and think it might be something else that's causing the hands to scrunch up when I build the skeleton
@RakizFarooq4 жыл бұрын
This happens when you 'Generate Rig' or 'Build Skeleton' ?
@FlammingtonStudios4 жыл бұрын
@@RakizFarooq When I 'Build Skeleton', the generated rig is fine on its own, but when i click 'Build Skeleton' the hands scrunch up weirdly.
@FlammingtonStudios4 жыл бұрын
@@RakizFarooq I fixed it, My bad, it was a weight painting issue. I had all the IK bones weighted as well, removing that, it works perfectly now!
@xxrajeevxx3 жыл бұрын
Hello Rakiz, Amazing video. I am using the latest UEFY script and when I exported the mannequin to UE4, the model is populated with the back flat on the ground. In BLender the mesh and the skeleton is upright 90deg.. can you kindly advise what I am missing?
@RakizFarooq3 жыл бұрын
Make sure to export the original mannequin from a new unreal sample 3rd person project yourself. Don't use a random mannequin downloaded from the internet. Import the rigged mannequin back into unreal with a new skeleton or use UE4 roll based export from blender as shown in the video.
@stoyandimitrov69652 жыл бұрын
when will you make a script for unreal 5 mannequin?
@RakizFarooq2 жыл бұрын
UE5 mannequins are supported in Uefy v2.5 and onwards. kzbin.info/www/bejne/d5nTgKWnrqyZZtE
@LORDSofCHAOS3333 жыл бұрын
This is a really cool tool . I can finnaly sell some models with out needing to rig it to UE4
@skyblaze66872 жыл бұрын
metarig creating too large size and and in on x axis why my character on y axis
@RakizFarooq2 жыл бұрын
This tutorial is only for rigging the unreal mannequin, for custom characters check kzbin.info/www/bejne/o5iaZp6JoLCeq8k In any case you need to set unit scale to 0.01 at the start of the project and resize characters as needed then apply transforms.
@dyotoorion18353 жыл бұрын
Very helpful. Thanks! :-)
@UDCMaximus4 жыл бұрын
can u tell me why i cant find "ik_hand_gun" in ur script
@RakizFarooq4 жыл бұрын
All mannequin IK bones are exported correctly and will be visible in the editor. If you are looking for them in blender. The IK bones will be in layer 26. I show the three relevant layers in this video kzbin.info/www/bejne/o5iaZp6JoLCeq8k from around 33 min 30 sec onward.
@UDCMaximus4 жыл бұрын
@@RakizFarooq thanks you for helping
@knerf9994 жыл бұрын
where can i get the mannequin from?
@RakizFarooq4 жыл бұрын
Create a 3rd person project. In unreal editor's content panel find the mannequin, Right Click -> Asset Actions - > Export.
@knerf9994 жыл бұрын
@@RakizFarooq oohh, right! Thank you so much!
@svdwellen4 жыл бұрын
Perfect, thank you Rakiz!
@linnexmiles4 жыл бұрын
Running into a little difficulty here--I downloaded the updated file. However, there is no .zip file visible for me to install. I do my best to follow the instructions to the letter, but when I attempt to locate the file to install in Blender Preferences as per what 0:25-0:28 of the video instructs I only get the folder with support files. The only thing I can think of is that I may have to convert the downloaded file itself to a zip and see how that goes. I am on Mac OS Catalina 10.15.6. Please advise...
@RakizFarooq4 жыл бұрын
The download file is the install zip file. You don't decompress it into folders, just hand it over to blender as is and it is done. I don't have a Mac so I can't tell you exactly what to do. Maybe on Mac downloaded zip files are automatically decompressed? Or more likely you are accidentally clicking on the zip file and the OS is showing you what is inside.
@linnexmiles4 жыл бұрын
@@RakizFarooq You have made an interesting point. There may be the possibility that my Mac may be automatically decompressing the file. I will look into that. Thanks!!!!
@Xx-Anwar-xX4 жыл бұрын
what if the custom character is in a t pose
@RakizFarooq4 жыл бұрын
Not a problem the next tutorial in this series rigs a tpose character kzbin.info/www/bejne/o5iaZp6JoLCeq8k . You can check the full playlist with various use cases here: kzbin.info/aero/PL5EVTuZGY1UYjcB1z-pvLXkTk0E0B2FRA
@ItzRyanF002 жыл бұрын
Mine makes a very small meta rig :(
@RakizFarooq2 жыл бұрын
Set the unit scale correctly as shown in 0:29 at the start of the project before importing anything.
@ItzRyanF002 жыл бұрын
@@RakizFarooq also my shoulder is messed up and points out, but the other one is normal
@RakizFarooq2 жыл бұрын
Import the mannequin with the correct options as shown in 0:49 Everything works if you follow the steps outlined in the video. Additionally this video is for rigging the mannequin only. For custom characters follow kzbin.info/www/bejne/o5iaZp6JoLCeq8k
@syahidbaddry30094 жыл бұрын
can we do this on t pose??
@RakizFarooq4 жыл бұрын
yes you can use it on characters with initial t-pose as shown in this video: kzbin.info/www/bejne/o5iaZp6JoLCeq8k
@thanoszag65634 жыл бұрын
Hi, Do you have Discord Channel?
@metalstarj3 жыл бұрын
my understanding of this tutorial is as follows: 1) import mannequin 2) fix the rig it came with 3) delete the rig it came with 4) create a new rig for it 5) create another new rig for it 6) delete the first new rig you created for it 7) create another new rig for it Push lots of buttons in between each of these steps. I feel stupid.
@RakizFarooq3 жыл бұрын
You misuse the word 'rig' to refer to completely different objects each of which serves a different purpose. You should research and improve your understanding of the difference between a deform skeleton, a rig and the metarig templating system.
@specialcorn13123 жыл бұрын
what is root
@3po_Orisen_Sithappen4 жыл бұрын
is there also A tool for unity3D guys if yes can some one pls link me TY great tutorials series
@RakizFarooq4 жыл бұрын
There is no reason why you can not use Uefy for other game engines. The optimized bone hierarchy will benefit any engine. You can use 'Free Form' mode ( kzbin.info/www/bejne/pWOmg2yQrcekZsU ) instead of 'Epic Skeleton' mode for other engines. I don't use Unity3d so I don't know what settings are optimal for export to that engine. Other than that once you click on build skeleton the rest is just Blender and Rigify.