UPDATE : This script is replaced by new version Uefy 2.0 (Pro Edition) with greatly enhanced functionality at kzbin.info/www/bejne/bJ3Ei3mXqq-ciKM . The Pro edition is not limited to the mannequin and you can also rig modular characters, machines and creatures for game engine use.
@RakizFarooq5 жыл бұрын
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
@RakizFarooq5 жыл бұрын
Please follow the step by step video kzbin.info/www/bejne/iHK2ZaiQf8h9ldE
@RakizFarooq4 жыл бұрын
UPDATE: Uefy Script (Lite Edition) is now available FREE for everyone. All customers who purchased any version of Uefy Script get a FREE upgrade to Uefy 2.0 (Pro Edition) . Just use your emailed download link to get the latest file. If there are any issues send a reply to the email and I'll sort it out.
@PaladinHD5 жыл бұрын
This is very helpful, I constantly have issues with deformed skeletons and glitched hierarchy. :)
@TheEshy5 жыл бұрын
Holy shit, thank you. I've been ripping my hair out trying to figure out how to get rid of the extra bone above the root for root animations. Hopefully this works beautifully.
@RakizFarooq5 жыл бұрын
UPDATE 2: Uefy Script 1.2.1 released with updates to support latest changes in Blender 2.8 API. Supports the latest Blender 2.8 Beta binaries as of May 16, 2019.
@worbarry973510 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
@RakizFarooq10 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.
@worbarry973510 ай бұрын
but then it will not follow hand_r@@RakizFarooq
@RakizFarooq10 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.
@RakizFarooq10 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.
@RakizFarooq5 жыл бұрын
UPDATE: New version Uefy Script 1.3 release with better support for rigging static meshes. You can check the ue4 forum post for more details. kzbin.info/www/bejne/g4PLdXeYipWtmqc
@SuperMontana20084 жыл бұрын
How do you setup custom characters with face bones for example? So I can adjust unreal animations and export back into unreal with ik bones etc?
@RakizFarooq4 жыл бұрын
You can add a facial rig as shown in kzbin.info/www/bejne/o3u4iH2ud9-Kabs . The Lite Edition script is geared towards creating ue4 compatible rigs and new animations. You don't use it to edit existing animations. Although the pro version can create copies of animations retargeted using the unreal engine and you can edit those to an extent as shown in kzbin.info/www/bejne/sF6xgXaeZZZ3rac . Even so the process is more geared towards new animation creation.
@pawpotsRS5 жыл бұрын
question: if the character is in T-Pose or A-Pose but not exactly with the same scale of mannequin is it required the artist to scale it 1:1 with the mannequin body thus including moving the arms, rotate the shoulder to fit the UE Mannequin A-Pose etc...or as long as your Rig the character no matter what Pose it has using Rigify and Export using this script? it is great if you have some video that demonstrate different scale and pose and use this script.
@RakizFarooq5 жыл бұрын
Your character's size relative to the mannequin does not matter. In this video kzbin.info/www/bejne/oabUlnpspKyEgK8 the target character is much larger than the mannequin and in this video the target character is smaller kzbin.info/www/bejne/g4PLdXeYipWtmqc
@RomboutVersluijs5 жыл бұрын
What i dont really get is why you generate a new rig when you also got the original. Im talking about the part at @2:40 Why not use the original rig, thats basically the same as what your recreating right?
@RakizFarooq5 жыл бұрын
The script can work with characters that might not have any skeleton to begin with or a skeleton that is not compatible with the Epic Skeleton. You can also choose to extend the skeleton to include bones not in the original like additional twist bones or a facial rig. It doesn't matter what the original skeleton is like or even if it exists, the script will procedurally generate whatever is required.
@GamesandBacon5 жыл бұрын
MANNY QUINN 10/10
@okgreat48515 жыл бұрын
Great job, but we indie developer unfortunately we have no budget to buy. Hopefully I will find a free method. Great video.
@Infernal_toast5 жыл бұрын
Bro it's $30 ... One tank of gas for a car
@Infernal_toast5 жыл бұрын
You can always buy Maya for $3000 of you can't afford this lol
@FirstCrimson5 жыл бұрын
@@Infernal_toast $30 is too much (sarcasm)- put money in to make money, $30 is essentially just giving it to us, insane price.
@charlesalexanderable5 жыл бұрын
Search "RigifyToUnreal" there is a free one on github though I don't know that it handles everything you need. (probably only works on
@RomboutVersluijs5 жыл бұрын
@@FirstCrimson You have no idea how much time and dedication such addons take. Try making a addon yourself and then comment again
@TheBlackMusicBox4 жыл бұрын
hello, how do I do this win the 2.1.3 version of the script? Thank you
@RakizFarooq4 жыл бұрын
You can follow this video: kzbin.info/www/bejne/bnLHZaltrZlkiKM
@RomboutVersluijs5 жыл бұрын
Nice man why not turn it into an addon? PS i made an addon which allows you to save rigify setups and rigs. I still need to convert it to 2.80 Perhaps this came come in handy as well. Since you can save custom meta rigs already, but its super tedious in current rigify addon. My addon allows you to easily save a metarig and save it. That way on Blender reload you can access this new metarig from the shift A menu
@pawpotsRS4 жыл бұрын
Hi, when removing some bones like for stylized stuff which use less bone than the current UE Mannequin, is it still possible to work on this UEFy without worrying on the conversion when exported like when I remove some bones then there will be an error or the UEFy will auto-renamed those deleted bones?.
@RakizFarooq4 жыл бұрын
You can delete some bones (like fingers) but others are required for the script to work. However it doesn't matter because you can manually turn off deform flag on any of the export bones and blender will not output them to the fbx file even if they exist in the rig.
@pawpotsRS4 жыл бұрын
@@RakizFarooq I'll try digging on the rigify + your uefy and I'll let you know once there is something to share so you can improve this addon of yours.
@truegeorg4 жыл бұрын
I want to buy your script, but I'm afraid that its support may end, do you plan to support your script for 2.82 and older? Or was it a project at a time?
@RakizFarooq4 жыл бұрын
The script works fine with 2.82 and work is continuing for next version. I depend on this script for all my own work. It is not going away anytime soon.
Rakiz why are the rolls of the bones of the UE skeleton fundamentally incompatible with the Blender rigging or animation system, please?
@RakizFarooq5 жыл бұрын
I was never any good at math, there would be better qualified people to answer that. As I see it, axes in a 3d system do not have any intrinsic meaning. You can arrange them any way you like. UE and Blender however assume that certain axis has meaning and will always be oriented in a specific way in relation to a bone. Both software make different assumptions. Which would not be so bad by itself. A change of basis transformation can take care of that. However it is not just blender's base data structures. All the tools that manage the armature also work on the same assumptions. Without any clear way of changing those assumptions. You can't change the data without breaking a bunch of other stuff. I hope that provides some kind of answer. As I said I'm not the person to explain this.
@jamesgtmoore5 жыл бұрын
@@RakizFarooq That's plenty of info thanks. Its clearer to me now.
@Radeonoff5 жыл бұрын
can i use it with 2.79? also rakiz website is no more available(
@RakizFarooq5 жыл бұрын
Many breaking changes in the python API in the latest version. This script is designed for and will only work in Blender 2.8 beta or later version. The website is working for me try www.rakiz.com/uefy
@DonEsteban3D5 жыл бұрын
this is so great!
@urbantwilight5 жыл бұрын
Would this work with Daz3d (e.g. Genesis 8) characters?
@RakizFarooq5 жыл бұрын
I don't use Daz3d so can't say. If Daz outputs a bone hierarchy like 6 bone spine, 4 bone limbs and 3 bone fingers. Then you should be able to follow this video kzbin.info/www/bejne/oabUlnpspKyEgK8 and make the skeleton compatible for the script. Additionally Blender doesn't allow applying modifiers to meshes with Blendshapes. So you may need to delete the blendshapes. Rig the character and then transfer the blendshapes back. I avoid blendshapes but I think there is functionality like that in blender.
@Al_Keatinge5 жыл бұрын
Will this work with any mesh that has the same unreal bones?
@RakizFarooq5 жыл бұрын
If the character has the same basic structure like 6 bone spine, 4 bone limbs, 3 bone fingers then you can follow this video kzbin.info/www/bejne/oabUlnpspKyEgK8 to make the skeleton compatible with the script.