UPDATE: New version Uefy Script 1.2 released with many improvements. You can now export original mannequin bone rolls in addition to the Epic Skeleton bone hierarchy using Blender 2.8. Custom mapping for Makehuman added and new video to rig any kind of character. kzbin.info/www/bejne/oabUlnpspKyEgK8
@damiangabrys16485 жыл бұрын
Glad to see you back Rakiz. Your charcter set up tutorials helped me a lot. Many thanks!
@gromtar5 жыл бұрын
I am trying to get VRoid Studio models in UE4, after replacing the VS skeleton with a custom ue4 one your script worked like a charm! Totaly worth the money
@RakizFarooq5 жыл бұрын
Not heard of app before but glad it worked out for you .. thats Awesome! :)
@nomorecookiesuser22234 жыл бұрын
For anyone having issues trying to use MakeHuman with Uefy, make sure to pick the 'game engine' skeleton in MakeHuman, then the Uefy script should work when you press 'setup character bone names' in Blender. From there, it is just a matter of closely following this tutorial, but you will not have the same rotation issues from the mesh that are shown with the fuse character.
@fulvioramosroxo4 жыл бұрын
Rakis, to use your Makehuman custom mappings, wich rig in Makehuman should we use? The default rig or the game engine rig? Thank you so much for all the attention
@RakizFarooq4 жыл бұрын
The makehuman custom mapping was made for the 'Game Engine' rig. The custom mapping method is an older way of doing things. You would be better off using the roll tool to adjust and rename the existing bone names and orientations. Then use the Epic Skeleton mapping as shown in kzbin.info/www/bejne/oabUlnpspKyEgK8 this way is more versatile and can support a greater variety of characters.
@felixbork66765 жыл бұрын
Fantastic videos!!! Looking forward to the next ones :) The uefy script is definitely worth the money!
@bluethumbbuttoneek94654 жыл бұрын
Were able to move the shoulders in when setting the meta rig ? My character at the end came out having raised shoulders and pushed back like he's stretching :( I probably should have moved the meta rigs shoulders to match the original.. that's probably it
@rangerRick98954 жыл бұрын
It isn't working for me with Mixamo Characters. When I try to rename bone names it can't find them. Looking for "mixamo:Hips" instead of "Hips". I guess models on the mixamo website name bones different for every model.... I renamed bones manually and it worked. However when I hit "Pose Character" its a crumpled mess. Has anyone got this working recently???
@RakizFarooq4 жыл бұрын
The Fuse custom mapping is made for character output from the FuseCC app if you are using this with an older Mixamo character before that company was sold they will have a different skeleton. To rig those characters you can follow kzbin.info/www/bejne/g4PLdXeYipWtmqc from 15 mins onward. Instead of creating your own skeleton just rename and roll bones as shown in the video and use the "Epic Skeleton" mapping to pose the character. It will work and it will also transfer existing weight paint so you can ignore that part of the video too. In this video series kzbin.info/www/bejne/pYuUZamfmd-GqZY I rigged an older mixamo character not compatible with FuseCC with this method and it works just fine.
@marcthenarc8684 жыл бұрын
I have a character from Reallusion Character Creator (RCC) and no other setting (Mixamo / Make human) work on it, giving me errors and such. How difficult would it be to simply clone the UE4 bone structure and adapt/attach it to the RCC given that all the weight painting is already done on it ? I saw your next video that is about recreating all the bones from scratch and I wanted to avoid that.
@RakizFarooq4 жыл бұрын
The mixamo/make human mappings are an older method for the Lite Edition of Uefy you'd normally follow the process shown in kzbin.info/www/bejne/oabUlnpspKyEgK8 for everything and always use the Epic Skeleton mapping. The trouble with Reallusion is that they use a lot of Shapekeys/Morph Targets and blender doesn't allow applying modifiers to meshes with shapekeys. So you will have apply or delete the shapekeys or use additional scripts to copy them over later.
@marcthenarc8684 жыл бұрын
@@RakizFarooq Thanks. I'll try the other methods on the mesh.
@uzaygemisi17163 жыл бұрын
one more question. from metarig functions isnt my version my version show me Character Operations and threre isn any custom type
@RakizFarooq3 жыл бұрын
This video is for the Lite Edition for all tutorials in the new Pro Edition addon please see this playlist kzbin.info/aero/PL5EVTuZGY1UYjcB1z-pvLXkTk0E0B2FRA
@virtual_intel5 жыл бұрын
I'm wondering if this could be used to port customized characters onto other 3D software besides Unreal Engine. If so that would be Epic! :) Either way your script here is Epic for sure. Great job and dope functionality. Will curate this video and share it to help spread the good word and cover it on a video once I manage to purchase your script.
@RakizFarooq5 жыл бұрын
The final output is an FBX file albeit with scaling and rotation meant for Unreal Engine. If another 3D software support FBX and you can rotate and scale the model accordingly. Then it should work. Although I have only ever used this with unreal engine so I can not really say.
@lordhumungus31575 жыл бұрын
Very useful video, but when I import the .obj made in FUSE, I can't see separate clothes and bodyparts, only the materials, I select the body and it just selects everything, do you know what could be the problem? Thanks
@RakizFarooq5 жыл бұрын
You control this with import and export settings for both FuseCC and Blender. Both programs give you options on how to merge or split objects during export/import.
@lordhumungus31575 жыл бұрын
@@RakizFarooq Thanks man
@clemaxboy48164 жыл бұрын
Thanks for he vid. Good work. :-) Any chance you can tell me why I dont have the UEM_Skeleton in UE4 under FBX Import Options.? How do I get it.?
@RakizFarooq4 жыл бұрын
@Clemax Boy uem_skeleton is the Mannequin I rigged in the previous video kzbin.info/www/bejne/iHK2ZaiQf8h9ldE Instead of using the original Unreal mannequin I rig one as show there and use that as the base for all future imports. This gives me maximum compatibility with Blender.
@AndreaZaffanella5 жыл бұрын
I recently purchased your script, it's awesome, but for some reason parenting the mesh with the rig doesnt import weighting, so when i move the armature in pose mode, nothing happens to the mesh, how can I fix this? thankss
@RakizFarooq5 жыл бұрын
I just went through the process of rigging a fuse character and everything is working on my end. The rig is built and weight painting updated successfully. Please make sure you are using the latest version of the Blender 2.80 Beta binary. Some of the older binaries from last month have an issue. Also make sure you are using atleast Uefy Script v1.2.1, Lastly make sure you click on the build epic skeleton and weight paint buttons as shown in the video. If an issue still persists contact me by replying to the email with the download link and I'll look into it.
@AndreaZaffanella5 жыл бұрын
@@RakizFarooq I managed to fix it, thank you anyways!! I still have a little problem tho ahah, when I import it in UE4 everything works great except the shoulder that are a little bit off, they're like too far behind
@RakizFarooq5 жыл бұрын
First make sure there is no rotation on the character armature as shown in the video. Secondly the shoulders on the UE4 Mannequin are really pulled back and this affects every character that matches the Epic A-pose. Most of the time it doesn't matter but even for Paragon characters I've had to pull the shoulders forward to make it look a little better. I demonstrate updating the shoulder pose in Paragon Wraith video around the ten minute mark. kzbin.info/www/bejne/aKm5d2yHe9pgeNk
@AndreaZaffanella5 жыл бұрын
@@RakizFarooq Contrsirly to your video I had no rotation on the character from the beginning, don't know why. Anyway thank you, I'll try what you suggested out!
@thewolfman44535 жыл бұрын
Awesome video. Can you show how properly rig fuse models for Unity? I tried a lot, but have a lot of issues with mixamo auto rig.
@RakizFarooq5 жыл бұрын
The model exported in the video is just an FBX file. Albeit scaled for import to Unreal Engine 4. I don't use Unity so not sure what the requirements are there.
@thewolfman44535 жыл бұрын
@@RakizFarooq I got it.
@IWillYeah5 жыл бұрын
Update 3 says follow the video at the given time, but I do not see any time stamps and the video just start at 0:00?
@RakizFarooq5 жыл бұрын
It seems youtube removes timestamps from links posted in descriptions. It is around 25 mins and 30 seconds in kzbin.info/www/bejne/oabUlnpspKyEgK8
@michaelherrmann81805 жыл бұрын
One problem though is, if you have a smaller character, and you use the uem skeleton, then the animation/bones will be elongated and its basically useless... probably same thing if you have bigger characters than the UE4 mannequin..
@RakizFarooq5 жыл бұрын
Unreal Engine provides features to deal with mismatched sized characters imported to the same skeleton. You have to set retargeting options on the skeleton as shown in docs here: docs.unrealengine.com/en-US/Engine/Animation/AnimationRetargeting
@RigorMortisRabbit5 жыл бұрын
I cant seem to get uefy to copy the weight painting over when I run the script after rigging everything
@RakizFarooq5 жыл бұрын
You have to follow the steps exactly as shown in the video. Blender's weight painting assignment is based on naming of the vertex groups. The script will assume the bones and hence the vertex groups have specific names. Which they will if the steps are followed exactly. You can always manually rename/manage the vertex groups if you need to.
@RakizFarooq5 жыл бұрын
It seems I did not update the heel bones in the metarig before Generating the rig. You can check the UE4 Mannequin step by step guide on how to set that. kzbin.info/www/bejne/iHK2ZaiQf8h9ldE
@jd-foo5 жыл бұрын
Hi, as there is a well known bug with Fuse 1.4 where it doesn't start I'm using an old version which export the character without skeleton. Why do I need to do in blender to fix this issue and to be able to replicate what you show on this video?
@RakizFarooq5 жыл бұрын
In that case you would create your own skeleton and weight painting similar to the UE4 mannequin then follow this other video kzbin.info/www/bejne/oabUlnpspKyEgK8 to use Uefy Script to make it fully compatible and exportable to Unreal Engine.
@GamingWithDaleUK4 жыл бұрын
No matter what i do when i import my character into UE4 his shoulders are too far back and his neck is stretched
@RakizFarooq4 жыл бұрын
That happens because the default pose of the mannequin has really swept back shoulders. I talk a little about this in kzbin.info/www/bejne/aKm5d2yHe9pgeNk around 10 mins. To get a better result, you can edit the shoulders bones to align them more closely to how they are in the mannequin. Also make sure to set translation retargeting options on your imported character in unreal editor as shown around 46 mins in the same video.
@ricardobattss5 жыл бұрын
modifier cannot be applied to a mesh with shape keys ? not work for me
@RakizFarooq5 жыл бұрын
Blender doesn't allow applying many modifiers to meshes with shape keys. So just delete the shape keys first. I think you should be able to transfer them back from a copy of the mesh after the modifier is applied. But this is not something I have ever tired, I don't use shape keys.
@RakizFarooq5 жыл бұрын
@Pierre-Andre' Mathieu You'd have to refer to blender docs to see how shapekeys work.
@ko0zi5 жыл бұрын
Doesn't work anymore, I followed your steps exactly. Exported a fresh mannequin from UE4 - 4.21 with FBX-2014, a fresh Fuse character sent to mixamo then imported to blender and followed the steps. The final result is a tangled mess, the character is floating in the air horizontally and all twisted. I dont think the script applies the corrent bone rotations in blender.
@RakizFarooq5 жыл бұрын
If you select 'None' for skeleton when importing the character it works fine. If you want to use the original ue4 skeleton when importing then you have to take a few extra steps. You can follow the steps in this video kzbin.info/www/bejne/oabUlnpspKyEgK8
@RakizFarooq5 жыл бұрын
At the end of that video at the indicated time I show you how to get the original bone rolls as well.
@ko0zi5 жыл бұрын
@UCM4kmLaBF10J2qsezFz-zxA Alright thanks for the quick response, that solved it!
@fenexj5 жыл бұрын
Getting errors when I click pose character :(. Any chance I can send you the blend file to see what's wrong?
@RakizFarooq5 жыл бұрын
you can reply to the email with the download link to contact me directly. I can take a look at it.
@fenexj5 жыл бұрын
@@RakizFarooq Thanks a lot!
@alexanderalikin12105 жыл бұрын
I was hoping to buy the script as it was "pay what you want" but now as I can see the price is fixed. Why is that my brother?
@RakizFarooq5 жыл бұрын
unmitigated vociferous greed
@alexanderalikin12105 жыл бұрын
@@RakizFarooq Alright then) Anyway I'm gonna purchase the script, it is not that expensive. Just waiting for money income. Thank you!
@RakizFarooq5 жыл бұрын
Thats cool :) But In all seriousness I need funds for my own project plus just general survival and I don't have the reach or audience numbers to make pwyw viable.
@alexanderalikin12105 жыл бұрын
@@RakizFarooq Any links we can follow your project?
@RakizFarooq5 жыл бұрын
Not yet .. at this stage it is more of something to read in code than what can be seen in images or video. But I do hope to get a playable vertical slice ready this year. That is the goal for 2019.
@Zeteenager4 жыл бұрын
I change my comment because i didn't use the good video and if you follow the comment made by Rakiz it will work: My old comment This script doesn't work for me, i don't understand, some of bones have not the same name and UE create them on my UE skeleton
@RakizFarooq4 жыл бұрын
This video uses custom mapping feature of the script to rig FuseCC generated characters. The problem is that this works just fine for the FuseCC app created characters but not for older characters made by mixamo before they were sold to adobe. It would be better to follow this video kzbin.info/www/bejne/oabUlnpspKyEgK8 to rig your Fuse characters with the Epic Skeleton mapping because that will work everytime. I rigged the mixamo Survivor character in the animation tutorial series with that method.
@Zeteenager4 жыл бұрын
@@RakizFarooq Ok i'll try this method
@RakizFarooq4 жыл бұрын
If your character already has an armature try kzbin.info/www/bejne/oabUlnpspKyEgK8 , if it is just a static mesh with no bones to start with you can rig as shown in kzbin.info/www/bejne/g4PLdXeYipWtmqc
@Zeteenager4 жыл бұрын
@@RakizFarooq Yeah it works well, i just have to rename all the UV map of my mesh with the same name before merging all the mesh part because the textures were not apply correctly. But everything is ok, thank you very much for your help and your script. It will be very usefull for my project because i wanted work like you did with one skeleton for all my characters.