Setting Up Your Own Custom Rigs (w. shared skeleton) - Blender to UE4

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  • Опубликовано: 5 сен 2024
  • This video thoroughly describes the process of setting of a good rig for a character in Blender to be used in Unreal Engine 4. This includes everything from setting up the rig with IK and custom shape control as well as good methods for solving common problems with humanoid rigs.
    It furthermore shows a workflow for all humanoid models to use the same skeleton which has great benefits once inside UE4. A description of how to handle animation exporting and such is also described.
    I hope you find it useful

Комментарии • 18

  • @happytimelogan
    @happytimelogan 4 года назад +2

    I'm currently stuck on creating a custom skeleton and mesh that I can just plug into ue4, tonight I'm trying this
    ...and it worked the export settings were what was holding me back, thanks for those.

  • @AmeiranYT
    @AmeiranYT 4 года назад

    i've never laughed so much watching a blender tutorial. I love it. Thanks for the awesome vid!

  • @HungryEagle2610
    @HungryEagle2610 4 года назад +1

    Subscribed and liked! This is an amazing video. Explained very clearly and neatly with patience. Thanks a lot for this video. Waiting for more!!

  • @vegitoblue2187
    @vegitoblue2187 4 года назад +1

    7:25 you can actually save the pose and revert to it instead of using the dopesheet. the advantage of doing this is that you can select which bones revert.

  • @vegitoblue2187
    @vegitoblue2187 4 года назад +1

    is the metarig from the ue4 rigify plugin?

  • @jacobslaughter7198
    @jacobslaughter7198 4 года назад

    this is a great video. i will have to watch it when i get better tho. im still way behind this.

  • @vegitoblue2187
    @vegitoblue2187 4 года назад

    heycan you make a tutorial on setting up that metarig. not much info for blender out there

  • @lonegamerfrombd3197
    @lonegamerfrombd3197 4 года назад +1

    Thanks and Subbed you for new tutorials. I've barely seen any tutorial for blender to UE4 with custom rig. And its scarce for the blender 2.8. Tho I just started using them 2 weeks ago. Btw can I use skeleton from Makehuman and follow your steps?

    • @LouSimonsen
      @LouSimonsen  4 года назад +1

      I think you can yes :) I'm not familiar with MakeHuman, but if it is just a plain skeletion with no modifiers or such it should be the same workflow.

  • @vegitoblue2187
    @vegitoblue2187 4 года назад

    i think there needs to be a feature in blender to copy constraints. its too damn tedious to do it manually especially when it has to be done rpeatedly

    • @LouSimonsen
      @LouSimonsen  4 года назад

      VEGITO BLUE there is, do the spine, and then only arm and leg on one side. Then copy and scale to x -1. Use the mirrored weights feature to assign the bones to the mesh 🙏🏻

    • @vegitoblue2187
      @vegitoblue2187 4 года назад

      @@LouSimonsen i mean the cases where you need constraints for animations specifically like child of constraints for fps animations

    • @LouSimonsen
      @LouSimonsen  4 года назад

      @@vegitoblue2187 True

  • @S7ARK_
    @S7ARK_ 4 года назад

    Hi Lou, could you possibly share your Blender file? Would like to get my hand on that skeleton, thanks!

    • @LouSimonsen
      @LouSimonsen  4 года назад +2

      I'm not sharing it, since I intend to use it in my games. But it is fairly easy to set up the skeleton, there are many tutorials for that and your skeleton can furthermore be customized to your mesh. Then you can return to this tutorial to set up the rig afterwards.
      If you are interested in the model however i will have a tutorial-kinda thing out very soon on my modelling tips :)

    • @vegitoblue2187
      @vegitoblue2187 4 года назад

      @@LouSimonsen You made any tutorials on making the skeleton?

  • @vegitoblue2187
    @vegitoblue2187 4 года назад

    no twist bones?

    • @LouSimonsen
      @LouSimonsen  4 года назад

      Not for this one :) Isn't it only used for the UE4 mannequin since he has those 'spheres' at every joint?