Link to Kli's Blender UE5 Rigify Rig file: kzbin.info/www/bejne/epS3f2afrsekmbM --- Blender Weight Paint Transfer Tutorial: kzbin.info/www/bejne/mIPCh56blMSppbc --- Blender Python Export Unreal Animation Script: import bpy import os # Define the directory to save the FBX files dir_path = bpy.path.abspath('//FBXs/') # Ensure the directory exists os.makedirs(dir_path, exist_ok=True) # Names for each frame names = ["YOUR_ANIMATION_NAME"] # Get the selected armature, modified to only export root. This is to avoid deletion of animation armature = bpy.data.objects.get('root') # Ensure the armature is the active object bpy.context.view_layer.objects.active = armature # Select only the armature bpy.ops.object.select_all(action='DESELECT') armature.select_set(True) # Bake the animation of the selected armature bpy.ops.nla.bake( step=1, only_selected=True, visual_keying=True, clear_constraints=True, clear_parents=True, use_current_action=True, bake_types={'POSE'} ) # Define the name of the FBX file file_name = f"{names}.fbx" # Define the full path to the FBX file file_path = os.path.join(dir_path, file_name) # Export the current frame as an FBX bpy.ops.export_scene.fbx( filepath=file_path, use_selection=True, global_scale=1.0, primary_bone_axis= 'X', secondary_bone_axis= '-Y', add_leaf_bones=False, bake_anim=True, bake_anim_use_all_bones=False, bake_anim_use_nla_strips=False, bake_anim_use_all_actions=False, bake_anim_force_startend_keying=True, bake_anim_step=1.0, bake_anim_simplify_factor=0.0 )
@PortlyPeteАй бұрын
you keep uploading exactly the video im looking for
@HeroGetsuАй бұрын
I appreciate you making this video there’s a lot of good and very strong reasons to use their rig especially if you only plan to use unreal engine
@Safetyman99Ай бұрын
So incredibly helpful. Thank you.
@diomiziofattorelli6609Ай бұрын
As always amazing infos! Thank you!
@kevinchang1371Ай бұрын
You are my spirit animal. Delving into UE5 and I cant imagine how much time you're saving me. Thanks for your knowledge!
@violentpixelation54866 сағат бұрын
Wow, this is pure #gold . Thank you!
@verse369Ай бұрын
A true time saver!!
@Andrey3DsАй бұрын
working tirelessly, I have not wasted a single minute
@vi6ddarkkingАй бұрын
The new retargeting tools show that the boys at Epic are working on expanding it to be able to be used more by custom skeletons. On a related note, if you, like I, do have to use a custom skeleton. I would advise looking into Josh Toonen's one click rig it's free and it save so much time.
@JsAnimation24Ай бұрын
Josh Toonen's one-click rig is great! But it's only for characters that have been exported from Mixamo, and not for other custom characters IIRC?
@vi6ddarkkingАй бұрын
@@JsAnimation24 Not really I used it on my own custom character and it solved the bone direction problem right off the bat. After that all I had to do was to match the bone and controller names.
@Nova670Ай бұрын
godsend please make more UE5 content like this. Also could check out Auto Rig Pro export? I use that and run into problems with it occasionally. I bet many other people do too. Thanks!
@REx360-v7pАй бұрын
Thanks!
@DailyPailyАй бұрын
Ok, you win me with this . New Sub
@oberdoofusАй бұрын
great vid you freakin legend!! can these hit animations be recorded in sequencer or is this an ingame feature only?
@xxerbexxАй бұрын
Also, if you export ur skeleton with a x100 difference, control rig will be incorrect (it was at least when I tested in… 5.2?) unless they fixed it, which I don’t believe they did. Things that use control rig ( like the pointing thing) might not work.
@Akuma813Ай бұрын
You read my mind. I was just looking for this last night.
@onesilverleaf6781Ай бұрын
Since you're trying to spread information here, I'll say it since I have worked with these before, the hit reaction system is just a very standard physics based hit detection system. It doesn't depend on Epic's Manny as much as it depends on the physics asset. It's easy to recreate, same goes for almost everything procedural, you can recreate it very easily.
@Angellucifer23Ай бұрын
Thanks for this. The next question is We have an old project in UE4 that still working in Ue5 . Now we want to change the ue4manny to ue5manny skeleton? Do you have a tutorial for that i think it will help a lot of people including me ❤
@TheRoyalSkiesАй бұрын
I got you bro, here - kzbin.info/www/bejne/b17an6WgqsqVgJI
@Angellucifer23Ай бұрын
@@TheRoyalSkies Thanks bro! Btw, Can you help me Rig my 3D model Character for Ue4 Skeleton? Im willing to pay
@dk-zw6ho8 күн бұрын
Exactly what i was looking for! But i have two questions - What if i need a facial animation, can i add facial bones to mannequin and then export everything - is it possible? And can i use/add constraints (like make an ik chain for legs) with exported skeleton from unreal and then when the job is done send it back to unreal? Will be grateful for an answer❤
@zacharystephens174Ай бұрын
Hey man, I'm having some trouble with my character model in blender. I used game rig tools and got the skeleton aligne, then I kitbashed multiple obj and fbx files into a cohesive character. My problem now is that I have five textures and over 17 materials. Can you please release a video on going through the process of UV unwrapping and baking in Blender? I tried to smart unwrap and I had over 90 islands resulting in a terrible baked texture! Thank you
@GBSCronooАй бұрын
I know auto rig pro has Mannequin for Unreal stuff, have you tired that? Not sure if it would work with the procedural hit effects though.
@zacharystephens174Ай бұрын
How does all of this work with the new motion matching skeleton? Are they compatible in any way?
@monkeywrench677Ай бұрын
What if i have a custom skeleton completely? with re targeting not being an option? is there no way to puppeteer a custom skeleton from a standard one, by say copying rotations you know will match and letting IK solve the rest?
@ThinDinoАй бұрын
There are lot's of way to solve this issue but it varies according to project and scope of your project if your project is single player and not a huge game you can use the real-time retargeter in the animation blueprint which makes it easy to transfer the animations but it's a bit more costly so the best prefferd way is to go with UE5 skeleton but in somecase that is not a valid option for you
@xxerbexxАй бұрын
In ue5 you can retarget with like 3 clicks. Look up ue5.4 retarget. The opinion that the default skeleton is importend to use is pretty obsolete. You can easily just use retarget.
@Squid-pocalypseАй бұрын
Is it better to animate rigged characters in blender or UE5?
@gosti_fr6106Ай бұрын
Great video, congratulations and thank you very much for your work! =D I would love for you to make a similar video but with the AutoRig Pro plugin and the ability to add facial animations. Because there is an "Unreal Engine" option in the plugin but unfortunately it is adapted to the default mannequin which does not have a Facial, so if I want to add the management of the head, the mouth, how to make it 100% compatible with the retarget system please? I'm keeping my fingers crossed :)
@JsAnimation24Ай бұрын
+1 been looking for a tutorial like this but can't find it anywhere. I'm aware that Auto Rig Pro can output a UE 5 rig, and that the FaceIt plugin can generate ARKit blend shapes which can be used with LiveLink. But I haven't found a tutorial that shows how to how to import a rig created using Auto Rig Pro / FaceIt into UE and use that character for cinematics in UE. Curious if anyone else has found something for this.
@amanitamuscaria5863Ай бұрын
B-but it looks so weird in blender.
@zeymjajАй бұрын
Tbh, I don't know if the standard for animations is still going to be Blender, but I find the import/export in Cascadeur much more easier to manage.
@xxerbexxАй бұрын
Yea sry but retargeting in unreal is like 3 clicks and works pretty much perfect. Doesn’t matter if u want a custom skeleton
@nekospace3614Ай бұрын
😏 Try to code using patterns in blueprint, this helps to coding more complex to future Mechanic's in your game, 💭 there's some tutorial around here in KZbin.