[Blender addon] Rig any character with the UE5 Manny/Quinn skeleton

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  • Опубликовано: 2 фев 2025

Комментарии • 602

  • @CGDive
    @CGDive  5 месяцев назад +2

    **IMPORTANT: Here is a video about how to solve Bone Heat error without addons:**
    ruclips.net/video/FuiY0wtxdHQ/видео.html

  • @michaelderosier3505
    @michaelderosier3505 Год назад +8

    Best $15 asset for game development. It does everything he promised, with additional editing features to fine tune your model. I have searched so many tutorials and they always manage to skip over a major detail. A few recommendations to the Developer; keep your tutorials up-to-date with each update and add a feature that imports the textures with the model. Thank you brother! I look forward to seeing your next application.

    • @CGDive
      @CGDive  Год назад +1

      Thanks for the nice words!
      I admit that we need to keep the tutorials up to date.
      The UE addon is actually fully covered, I think. The tuts for the Core GRT addon need an update tho.
      As for textures, the addon does not currently handle export and import so this is not planned for now.

  • @chaver28
    @chaver28 Год назад +4

    you have no idea how much i love you after this video and your send2ue video as well :D i have now subbed because i have been really struggling with rigging for like a month now but this way worked flawlessly... you have all my respect dude because you just made my life much more enjoyable haha

    • @CGDive
      @CGDive  Год назад

      Awesome and thanks for subbing!

  • @arycaramez
    @arycaramez Месяц назад

    Man, you saved my day, your advice about applying all transformations to the mesh and armature was amazing!

    • @CGDive
      @CGDive  Месяц назад +1

      Very basic but very amazing, I know. That is why I am working on a new rigging course which is basically all about basic but amazing stuff :)

  • @pdubulous2222
    @pdubulous2222 17 дней назад

    This is such a spectacular tool and a really informative channel. This process really opens up a lot of possibilities for designs. Thanks so much!

  • @lildevilgamer
    @lildevilgamer 2 года назад +13

    Yesterday I found out and watched your video about the addon for UE4 and was like 'This is awesome. I wonder how long till we get an addon for UE5"

  • @skeletonking4119
    @skeletonking4119 2 года назад +3

    I will gladly give it an try! From what I see so far it’s indeed an “MUST-HAVE-ADDON” for blander + unreal users! I am in my learning in blander, after it I will jump into unreal! Thanks you all for hard work and yes! Cheap price !

  • @DJDub4321
    @DJDub4321 2 года назад +12

    I have tried so many different tutorials and this is by far the most reliable. Thanks for walking us through it! Also, very interested in a solution to the arm clipping/frog thing if you can. 👍🏽👍🏽

  • @activemotionpictures
    @activemotionpictures 2 года назад +1

    Another marvelous explanation from CGDive! Great video! I can't wait to try this on my U5 project. Thanks for the update!

    • @CGDive
      @CGDive  2 года назад +1

      Very welcome!

    • @samsunga5634
      @samsunga5634 2 года назад

      @@CGDive can you make a tutorial how to change the characters in lyra using the cartoon animal for example

    • @CGDive
      @CGDive  2 года назад

      @@samsunga5634 I'll keep it mind but I haven't even looked into Lyra yet.

  • @NickFair16
    @NickFair16 10 месяцев назад +4

    Great tutorial! A few things have changed since this release in Unreal Engine 5.3.2, but this was very helpful in figuring out some issues I was having with IK bones being pulled too far, etc.
    A new tutorial with UE 5.3's new retargeting system would be monumentally helpful!

    • @ASTERisk44946
      @ASTERisk44946 4 месяца назад +1

      yes please i would also really like to see this soon!!!!

  • @nolca
    @nolca Год назад +2

    Only this tutorial tells you how to do the "Fix" part, I love this!

  • @CornRecords972
    @CornRecords972 Год назад +2

    That Voxel Heat Diffuse skinning addon is incredible things for mentioning it.

    • @CGDive
      @CGDive  Год назад +1

      Glad you like it. I have a video just about it
      ruclips.net/video/QoKwjvuXb9I/видео.html

  • @virtualfilmer
    @virtualfilmer 2 месяца назад

    This is so amazing. Thank you so so much for this video. Really helped. I'm terrible at Blender (Maya guy here) but it really helped me work out how to get started with the Game Rig Tools plugin. :-)

    • @CGDive
      @CGDive  2 месяца назад +1

      Awesome!

  • @linasdilba7488
    @linasdilba7488 Месяц назад

    This tutorial is awesome, carefully folow each step,dont rush

  • @RetroGenetic
    @RetroGenetic 2 года назад +2

    I really like this business model, as right now I need something like this for some quick testing but if I were to end up in positin where I need to use it in something proper, well I'd say at least double of the asking seems like fair price

  • @9b8ll
    @9b8ll 2 года назад +2

    Thank you so much. I gotta try out UE5 really soon

  • @TNoire52
    @TNoire52 3 месяца назад

    if anyone has the same problem in the IK Tweak solution. You can try retargeting the anim to the same skeleton(I know it is stupid but it works). So it's left click -> Retarget animations -> Target Skeletal Mesh same one -> Export Animations

  • @Bot_GamingX
    @Bot_GamingX Год назад

    Ive been rigging lego characters and it was not importing properly from the epic fig rig addon but this video helped massive and its imported to unreal and working

  • @ronioclarenzo6137
    @ronioclarenzo6137 Год назад +1

    Great tutorial, fantastic addon! Thanks for everything!

    • @CGDive
      @CGDive  Год назад

      You're very welcome!

  • @bill43208
    @bill43208 Год назад +2

    Thank you so much this video was much needed, incredibly helpful, and easy to follow. I have been needing this exact setup for my game but haven't been able to find anything like this until now.

  • @JoySenseKO
    @JoySenseKO Год назад

    You are just simply amazing! Will support your plugin definitely!❤

  • @cotyclark
    @cotyclark Год назад +1

    Great video! Is it possible to go back and tweak bones once you've applied rig and weigh painted? I originally made the shoulder bones too high and want to edit them without rigging from scratch.

  • @tommylee7102
    @tommylee7102 Год назад

    now im in love with this guy

  • @devinmcphee8890
    @devinmcphee8890 Год назад

    Extremely helpful. Thank you, man.

  • @codymccarty9327
    @codymccarty9327 4 месяца назад +1

    Failed to merge bones solution: In the outliner rename the root bone, probably named root.001 to just root. If you cant do that, you have to delete root from orphan data by going into edit mode, switching the outliner to unused data (box at the top of the outliner), and delete Armatures->root from there as well.

    • @willmacrae2310
      @willmacrae2310 4 месяца назад

      This is a lifesaver thank you!

    • @codymccarty9327
      @codymccarty9327 4 месяца назад

      @@willmacrae2310 lol. I didn't think anyone would read it as there are a billion comments. I wrote it as a note for myself. Lol, glad it helped!

    • @CGDive
      @CGDive  4 месяца назад

      Yes, thanks for that. It seems to be a fairly common problem. I will make a note to add a feature that checks for that or possibly design the addon so that it does not happen in the first place.

    • @codymccarty9327
      @codymccarty9327 4 месяца назад

      @@CGDive Do you happen to have a bug tracker? I think I noticed a bug, I just need to reproduce it first.
      BTW, Love the tool bro, thanks for making it! I sent you some monies too (attaboys don't pay the bills, lol).

    • @CGDive
      @CGDive  4 месяца назад

      @@codymccarty9327 We might have a proper bug tracker in the future. For now, we mainly take bug reports through Discord discord.gg/j8SQCjFsXP

  • @PretendCoding
    @PretendCoding Год назад +1

    The model has since been deleted, and it took some tracking down, but for anyone curious, the model he used in the video did not have a skeleton/armature before he started using the addon.

  • @KulTheSwordsman
    @KulTheSwordsman Год назад +1

    For fixing "Bone Heat..." warning without another add-on; select your mesh, enter edit mode, select all of the vertices, from menu Mesh - Merge - By Distance; and then parent it. If you still get same warning, change merge by distance's distance by deleting a zero after the comma on tool options; and then parent with auto-weights.

    • @TommyGunsXL
      @TommyGunsXL Год назад +1

      But this will merge vertecies that are close together and destroy your topology and UV map. The bone heat issue normaly appears on high poly meshes, or when vertecies are placed too close together. I avoid this by changing the scale of my scene, to make my mesh 10 times bigger before I parent it to the rig with auto weight. Then I scale it back down with export options.

    • @KulTheSwordsman
      @KulTheSwordsman Год назад

      ​@@TommyGunsXL I am currently testing to find a workflow from Blender to Unreal Engine 5 with default mannequin skeleton; and right after seeing your comment i checked my UV islands of my "merged by distance" mesh. There was no weird stretching or merging on UVs, nor any topological problems. I used "0.001 m" distance at most ( 0.0005 m also worked) while testing and had none of those problems. I am using Game Rig Tools & Voxel Heat Diffuse Skinning Addons; and for hands/fingers or any close parts of the body it is better to be weighted by Blender's native auto weight for the best result on my tests. One of the addon solves bone error with Surface Diffuse Heat Skinning, but that gives worse results than the native auto weight.
      I'll keep "scaling" tip in mind just in case, but i really dont want to mess around with scaling, especially after parenting. Unreal barely accepts my models without giving warnings and i dont want to add more by playing around with scaling while it is already working. Thanks for the warning though.

    • @cinn-m9m
      @cinn-m9m Год назад +1

      @@TommyGunsXL Just relax all the vertexes, thank me later. I didn't even have to merge anything! (Maybe once for a clean up?)

    • @TommyGunsXL
      @TommyGunsXL Год назад

      I'm also still looking for an fast and easy way to export UE5 skeleton based rigged charachters from Blender to Unreal 5. I bought Auto Rig Pro for Blender and it works very good so far. I Didn't change the scaling in Blender to match Unreals unit system and it exportet it in the correct size, without the bone heat issue or anything else. It also auto renames all bones when you export with Unreal settings. I added custom bones for some testings (bouncing breast bones... for the sience) and it also worked. Very promising so far, but it's not a free addon.
      And if "remove by distance" merged vertecies on the default value, you most likely had some bad geometry. I think the default value is 0.0001 m which would be on a microscopic level.

    • @KulTheSwordsman
      @KulTheSwordsman Год назад

      @@TommyGunsXL If you do not have watertight one continueous mesh; which is the usual case where your character has layers of clothes/leather parts/metal parts and bags etc. on top of each other, some vertices can exist really close, that does not mean it has bad geometry. That is also the reason you need voxel heat for weights of those seperate parts unless you dont mind manual weight painting which i am avoiding to have a fast workflow. Auto Rig Pro have it's own exporter for Unreal but i do not use that one for rigging, so i use native Blender fbx export.

  • @eritumakafakafo3008
    @eritumakafakafo3008 2 года назад +1

    why i cant pick any of mannequin? Dont have a bar to select one like u in 3:10. EDIT: Turns out i had some confilct with i dont know what to be honest but after i deleted "game_rig_tools_Unreal" Folder from addons list in %appdata% folder and installed it again it works now. I can pick the Quinn5 or Manny4

  • @jorrdan.
    @jorrdan. 5 месяцев назад +2

    I have a humanoid character that I used this on and it works almost perfectly, but the foot bends a little weird when the character is performing the ue animations (especially idle and walking). I've checked many times to make sure the bones are placed properly (and redid the rig a few times), but the issue persists. Do you know how I might go about solving this issue?

    • @GAMERSMOBILE
      @GAMERSMOBILE 5 месяцев назад

      Same issue, trying to figur it out myself

  • @activemotionpictures
    @activemotionpictures 8 месяцев назад

    One thing that I'd like to ask: The first character is in A pose, the second character is in T pose. What happens if I rig using the U5 mannequin from GRT, but adjust the arms to be at 65º A pose angle? will they work? (I'm rigging a human character).

    • @CGDive
      @CGDive  8 месяцев назад

      In my tests the pose of the character did not affect the result even when animations are applied in UE.

  • @themachotaildrop
    @themachotaildrop Год назад +1

    When I add an animation to my character in ue5 the feet seem to slide around a bit. They also go through the floor in certain animations. What would cause this? Also will mention my characters body was different than the UE mannequin so I had to move the bones around a little.

  • @sulivarace7138
    @sulivarace7138 Год назад

    Here it is all good on my side, I managed to solve all the errors that I encountered, even the textures, it was a model that I had created and therefore there were two UV maps, there just had to delete the one that wasn't used.
    Now, I'm going to find out how to correct the weight errors, I mean by the weight painting which is not optimal but you made a video on the question so I know what I have to do :)

  • @FPChris
    @FPChris 5 месяцев назад

    When AccuRig exports UE5 I’ll be a happy man.

  • @yybu2
    @yybu2 Год назад

    thank you for the tutorial,this is what i looking for

  • @amigoface
    @amigoface Год назад

    definitely check this out when i have a chance

  • @jhonysteak5512
    @jhonysteak5512 Год назад

    Well, I ended up getting there on several characters to memorize your workflow well, No errors to encounter, verdict, voxel heat diffuse skining is essential.
    Now I have to find how to import my skin shader and for the deformation of the body it is always present but this time if it only appears in Unreal engine when I control the character. In the viewport everything looks correct.
    This time I can't find info on this other problem, deformation, for the textures I should manage, there's a lot of info available on it.

  • @mathaimoua
    @mathaimoua Год назад

    You saved my game, thanks!

  • @CarloMercadoJudgementProject
    @CarloMercadoJudgementProject 2 года назад +1

    I think with the Uefy pluggin you dont need to use too much or your addom, mainly the bones positioning tools, because the Uefy set the rolls for UE5 compatibility, maybe if you can pass the the skeleton of the Uefly tool to your exporter tool that can be another plus too.
    and another problem is like procedular bones that need to be animated in Unreal base in another bones, they dont have a easy way to changed to Unreal rolls so they are easy to setup in unreal. if that can be done with your addon in the future can be really useful.
    One example imagin an armor bone in the lower arm that need to be rotated relative to to hand rotation to avoid penetrations, or a Shoulder pad armor that ajusted relative to the shoulder and Upper arm bones, basically to this one to works better in unreal they need to have the same bone rolls orientation of the parent bone in the case of the Shoulder pad is the Clavicle bone.
    for solving this problem I got a trick that copy the bone orientation when I apply the Unreal rolls to my custom procedular bones, but the problem is that is copying the orientation for a existing order I can not create one

  • @awoidf
    @awoidf Год назад +1

    I love the addon and could add some additional bones for the face but the position of my shoulder was wrong and I wanted to adjust it after the first export but am unsure how to handle this case because you have to apply the transforms before you export but this will **** up the UE5 rig after the adjustments and reapplying the changes.
    So, any tips on the workflow if you have to make edits?

    • @CGDive
      @CGDive  Год назад

      Adding bones is covered in the video. 18:49 That is the only way I recommend doing it.

  • @qadirqureshi7805
    @qadirqureshi7805 Год назад

    Thank you very much; your tutorials are excellent. Can you tell me if, after rigging the mannequin for Unreal Engine 5, retargeting Mixamo animations onto the root armature, and exporting with the Send2UE addon or manually as FBX, will the animation work properly in Unreal Engine 5 beyond the 3rd person setup, or is the root armature only suitable for the 3rd person setup?

  • @AmjoodBasha
    @AmjoodBasha 8 дней назад

    Question, will this tool allow me to copy some bones with exact location and rotation between 2 unreal armatures (source->target) knowing that they have different skeletons (not the standard UE5 mannequin)?

  • @danq2656
    @danq2656 Год назад

    Thank you so much for this. I cant get AutorigPro to work with UE5 but your stuff is basically better. Cheers!

  • @UNDERKING_UDK
    @UNDERKING_UDK Год назад

    This is the tutorial I was looking for. You brought me out of hell.
    Thank you teacher :) !!

    • @CGDive
      @CGDive  Год назад +1

      Happy to help!

  • @lucascavallari8489
    @lucascavallari8489 Год назад +1

    Thank you for making this available, I'm having some issues, the head doesn't seem to rotate even though I've weight painted everything (it is a separate mesh and is conjoined when exported). And I can't use the mannequin 5 physics asset because it says it doesn't have the head bone. But the head bone appears in blender. Any suggestion?

    • @lucascavallari8489
      @lucascavallari8489 Год назад

      The issue was actually “name clash”, fixed by renaming my character’s head mesh to another name besides head. Kinda different the way unreal deals with names, even though they are different kind of things.

    • @CGDive
      @CGDive  Год назад +1

      Cool, glad you solved it!

  • @codymccarty9327
    @codymccarty9327 4 месяца назад

    If Blender is scaled to use Unreal units, then the scale of the rig needs updating. To properly scale, Immediately after init, leave pose mode for object mode and scale all three rigs 100x. Then everything will remain a 1 scale through out the workflow.

    • @CGDive
      @CGDive  4 месяца назад

      Thanks for your input and idea!
      For anyone reading, I just want to point out that it is not an officially supported workflow so if it doesn't work out, don't ask me why. 😀

  • @mikeo2413
    @mikeo2413 Год назад

    really bless you for being you love you great job we need people like you your appreciated!!!!!!!!!

    • @CGDive
      @CGDive  Год назад

      Thanks, Mike!

  • @mikeo2413
    @mikeo2413 Год назад

    what up hope this works fo me had nothing but trouble with the other again THANX FOR YOUR WORK

  • @gerhardbotha8793
    @gerhardbotha8793 9 месяцев назад

    Thank you so much I have tested it already and it works like a charm! Well done with this addon. Is there any chance in the future for a control Rig to come to the addon. Also a video dedicated to creating a control rig for this Mannequin would be awesome. That being said this addon is already very usefull! Thanks agian!

  • @KatieDeSousa
    @KatieDeSousa 6 месяцев назад

    This is so helpful! 💞

  • @MrCaipa
    @MrCaipa 2 года назад

    this helped me so much!!! Thank you!

  • @statebeyond373
    @statebeyond373 11 месяцев назад

    Hey this one worked perfectly for a cartoony character. All the retargeting worked and the animations work in play mode but I am having problems with a singular animation which is the “land” animation. the scaling of the character multiplies by almost x10 and then it revert to normal after that animation is over

    • @CGDive
      @CGDive  11 месяцев назад +1

      It sounds like a scaling/squash/stretch problem. I am not sure why it happens in your particular case but I have a video which might help you understand the issue.
      ruclips.net/video/8PSj_1-E9uY/видео.html

  • @javissupreme
    @javissupreme Год назад

    u saved me - and for that, i thank you sir!

    • @CGDive
      @CGDive  Год назад +1

      ha, Awsome!

  • @technologic3739
    @technologic3739 Год назад

    Hi, this tutorial is awesome but what if you don't want fingers? Do you edit the tweak rig and delete the fingers, or simply just ignore the fingers?
    Also, when I edit on the deform rig, it becomes a different rig and doesnt align with the body, is there a way to fix that?
    NVM just had to apply rig

  • @OkaToka
    @OkaToka Год назад

    Great addon. I'm using it for quite some time now, but recently I encounter one problem with a project, where I have worked with metahuman character. I was needed to attach metahuman head to custom body and I wasn't able to do it currectly this skeleton. Because it's simple version of manny. Metahuman requires full many skeleton version with all these additional torso bones. They used to properly attach head to the body.
    It will be great if full manny skeleton will be also available in the future.

    • @CGDive
      @CGDive  Год назад

      Yeah, we are considering that. Thanks for the suggestion!

  • @triangularantiprism8010
    @triangularantiprism8010 2 года назад +1

    I have followed your videos for creating a rig in Rigify for my humanoid character. I downloaded the voxel heat and your game rig tools add-on. Finally got my mesh weighted nicely and I'm trying to get it into UE5. I don't know if you have a video where you show how to convert the Rigify rig into the GRT Unreal Module. I was trying to follow with this video and just use the generic rig but when I generated the game rig my control rig no longer deforms my mesh. The game rig does, I can deform it with the game rig that's now seperate but I lost my control rig functionality.
    Am I doing something wrong? I'm not an experienced rigger but I do appreciate your video guides.

    • @CGDive
      @CGDive  2 года назад

      There is no workflow to convert Rigify to a UE rig or vice versa. For now.
      It is possible but the workflows are not something I can explain in a short comment. And I haven't figured out all the details as I like to do...

  • @cesarsarmientojr.5269
    @cesarsarmientojr.5269 2 года назад +2

    I get FAILED TO MERGE BONES: This could happen if significant hierarchical changes have been made e.g. insterting a bone between nodes. Would you like to regenerate the Skeleton from this mesh?***Warning: This may invalidate or require recompression of animation data***
    any idea why or how to fix this?

    • @CGDive
      @CGDive  2 года назад +1

      Hi. Are you using UE 5.1? And did you add any bones even if it's in the way that is recommended in the video?
      If so then this is a known problem with Unreal, not our addon. The exact same thing should work in UE 5.0. So I hope it's something that they'll fix in 5.2.

    • @cesarsarmientojr.5269
      @cesarsarmientojr.5269 2 года назад

      Hi@@CGDive I am using UE 5.1 and no did not add any bones, I was trying to follow along with the tutorial. However for weights I did not use the paid add on voxel Heat diffuse. Instead I tried painting on my own weight maps and parenting the clothes with empty groups. when that didnt work i tried to merge all the objects and still did not work. I tried UE 5.0 and had issues as well. I will try from scratch again in 5.0 and see if that works. Thank you for replying.

    • @CGDive
      @CGDive  2 года назад +1

      @@cesarsarmientojr.5269 Hmmm, if you don't add any bones it should work. And Voxel heat is not essential at all. Let me know how it goes next.

    • @cesarsarmientojr.5269
      @cesarsarmientojr.5269 2 года назад

      @@CGDive When I import my blender/Manny Rig and leave the skeleton blank(none) to compare the skeleton Tree they have the same bones. With the exception of the naming for the root bone. My blenderManny Rig's name changes to root_002. Could that be the problem.? Why would the name change to root_002 when imported to UE5?

    • @CGDive
      @CGDive  2 года назад +1

      @@cesarsarmientojr.5269 I am not sure. Please contact me via email or discord and we'll figure it out. YT comments are not great for this kind of conversation.
      cgdive.com/contact/

  • @worbarry9735
    @worbarry9735 Год назад +1

    my character is slightly off the ground as in the root bone is slightly off the ground compared to the standard mannequin?

    • @CGDive
      @CGDive  Год назад

      Is this a question? :D

    • @worbarry9735
      @worbarry9735 Год назад

      @@CGDive actually Its weird it is off the ground when viewing Skelton in editor but when playing game it's slightly below the ground lol

  • @damiengates7581
    @damiengates7581 5 месяцев назад

    I didn't get an error, but it didn't work parenting with the automatic weights. I did 2 things: M->by distance for the whole mesh, and selecting "keep transform" when parenting and it started working now. Don't know which of these things did it.

    • @CGDive
      @CGDive  5 месяцев назад

      Regarding the Bone Heat Error, I now have a video about it outlining all possible solution I know of
      ruclips.net/video/FuiY0wtxdHQ/видео.html

  • @surreality2008
    @surreality2008 2 года назад +1

    Great video, thanks! Quick question: if I have a character that is already weight painted to a Daz3D rig, what do you think I could do to transfer those weights to the GRT-UE5 converted character? Your demonstration works well with characters that don't already have a skeleton, but I'd like to match the weights as closely as possible to the original.

    • @CGDive
      @CGDive  2 года назад +3

      Yeah, I understand but it's not something we support at the moment. I'll add it to the list of ideas tho!

    • @surreality2008
      @surreality2008 2 года назад +1

      @@CGDive Okay, I'd also like to learn how to convert a rigify character to an unreal skeleton. In other words, I'd like to keep the rigify rig for animating but be able to send that work to UE5.

    • @CGDive
      @CGDive  2 года назад +1

      @@surreality2008 Yeah. I don't have a definitive solution for that yet but there are some leads. There is an addon called "one-click rig" that might do the trick. Also, Epic's UE2Rigify could be used for that purpose. I am just not 100% sure at this point.
      And it might be possible to integrate Rigify into our addon but it's not a priority right now.

    • @surreality2008
      @surreality2008 2 года назад +1

      @@CGDive I didn't know about one-click rig. Thanks, I'll start experimenting. We're getting closer now. Amazing how difficult it is to get a solid character pipeline working well. I just went back and watched your entire weight painting course yesterday. I really appreciate all the efforts you've put into this domain.

    • @CGDive
      @CGDive  2 года назад +1

      @@surreality2008 Oh, nice! And thank you. It is a lot of effort but people appreciate it so it's worth it!

  • @doitsu-okami
    @doitsu-okami Год назад

    What might be a potential reason that the body parts, joint tweak, fingers and finger tweak as wella s reference skeleton buttons don't exist?

    • @CGDive
      @CGDive  Год назад

      What is your Blender version?

  • @mzprox
    @mzprox 11 месяцев назад

    A question if you don't mind: what would be the best, least painful way to rig a character to ue5 skeleton while keeping existing weigths and facial bones or shapekeys? (like from a daz character). I tried to use quick rig, and edited the ref bones to be more in line with the standard (6 spines, 2 twists etc), but the result is bad. It's not even perfect with ARP ue5 spec rigging from 0-but then I would need to transfer the facial bones/shapes somehow. Note what I wrote is about using the default skeleton in ue5, I haven't actually tried to retarget yet, that could work.

    • @CGDive
      @CGDive  10 месяцев назад

      I am not sure about that sorry. Maybe you should just retarget in UE. The unreal retargeter is quite powerful.

  • @PPp-fg3ps
    @PPp-fg3ps 2 года назад +1

    I have a question about finger joints. I have been starting the finger bones with the knuckles. But I saw one where joints were being placed above the knuckles and near the wrist. Do you put joints above the knuckles near the wrist? (I've been putting joints on the knuckles, because that works, but was just wondering if I was doing it wrong)

    • @CGDive
      @CGDive  2 года назад

      If it's near the wrist that's probably not a finger bone. I must be metacarpal bones (the bones inside the palm of the hand). If there are 3 bones, just place them inside the finger. If there are 4, then the first one is most like likely a metacarpal bone.

    • @PPp-fg3ps
      @PPp-fg3ps 2 года назад

      @@CGDive At 9:01 in the video above, there are joints on the metacarpal joints, so maybe I thought that is the correct way of doing it because that is what I saw on your video

    • @CGDive
      @CGDive  2 года назад

      @@PPp-fg3ps Hi. Are you asking about Unreal or about rigging in general? I am getting a bit confused. :)

    • @PPp-fg3ps
      @PPp-fg3ps 2 года назад

      @@CGDive for unreal ^_^

    • @CGDive
      @CGDive  2 года назад

      @@PPp-fg3ps If it's for UE5 then just follow this guide. Both metacarpals and fingers should be placed correctly to get good deformations.

  • @learnit8169
    @learnit8169 Год назад

    Really nice guide! Was going to ask how to adjust the bones after applying rig, is it possible just to go back and edit a bone, or do you have to restart all over again?

    • @CGDive
      @CGDive  Год назад

      It's safest to start over. In the future, I hope to make it more robust so that you can tweak things as much as you like.

  • @hilmiyafia
    @hilmiyafia 6 месяцев назад

    When I change the mesh to my fbx, the pivot seems not to be at the bottom of the feet, so when I play the game, the leg clipped below the ground. How to fix? From Blender, the character center is already at the bottom of the feet.

    • @CGDive
      @CGDive  6 месяцев назад +1

      You should check the pivot of the armature, not the character mesh.

    • @hilmiyafia
      @hilmiyafia 6 месяцев назад

      @@CGDive Yes, I have make sure that the root armature pivot is at the bottom of the feet. I have recorded the problem if you please could see it? It is the "feet clipping" one.

  • @aname5449
    @aname5449 2 года назад +2

    The FBX dialogue pops up, I select SK_Mannequin (UE5.1) and press import and unreal crashes. If I do this without extra bones, then it works. The extra bones is crashing unreal. It also crashes with regular fbx export and import only with additional bones. The bones are parented to the pelvis just as you have it.

    • @CGDive
      @CGDive  2 года назад

      I can't be sure but it sounds like the original hierarchy was tweaked. You can send me your blend file and I'll take a look (may take time right now)

    • @aname5449
      @aname5449 2 года назад

      @@CGDive No, I created a new blender file to test, added one tail bone to pelvis, and it imports to 5.0.3 but crashes 5.1. I posted logs and information on your discord GRT support forums.

    • @aname5449
      @aname5449 2 года назад

      This is from the log, it might help
      [Line: 763]
      [2022.12.05-21.24.13:462][141]LogWindows: Error: Array index out of bounds: 111 from an array of size 106

    • @aname5449
      @aname5449 2 года назад

      I also want you to know I greatly appreciate what you have made. It is such a basic feature that we need in Blender for Unreal engine. A simple SK_Mannequin hierarchy addon that converts orientations from blender to unreal armature. There is no need for a rig in blender for Unreal, as Unreal has Control Rigs and animations should be done in the engine. All other addons are bloat. Your addon is the most direct simple addon that is needed.
      Unreal Engine 5.0, in my opinion, should have stayed in Beta until the features for nanite and lumen were completed like in 5.1. So 5.1 is the real Unreal Engine 5 as it should have been. So if you could please update your addon, it would be greatly appreciated. Thanks!

    • @CGDive
      @CGDive  2 года назад +1

      @@aname5449 I can't guarantee that it's something we can fix in GRT but we'll try.

  • @jackb8468
    @jackb8468 Год назад

    Successfully followed this tutorial and appreciate your excellent work.
    But I have a question... not sure where to ask it... probably not here ... but can I make new Actions with the Root skeleton provided from this add-on somehow? When I try to add a keyframe it gives the unhelpful error message of, "Keying set failed to insert any keyframes"? but it looks as if thre is a lot of additional functionality to the add on

  • @CDifferently
    @CDifferently 2 года назад +1

    Hello, I'm trying to follow the tutorial exactly as you are doing it, however, none of the tweak gizmos show up and I cannot change the transform of any TWEAK bones in pose mode? Any suggestions? Thanks in advance.

    • @CGDive
      @CGDive  2 года назад +2

      Are you using Blender 2.93 or earlier? Sorry if I didn't mention it in this video but the addon works with Blender 3+.
      In the future I may make it compatible with 2.93.

    • @CDifferently
      @CDifferently 2 года назад

      @@CGDive This was exactly the problem, thank you very much!

    • @CGDive
      @CGDive  2 года назад

      @@CDifferently Nice, thanks for the report!

  • @droida9751
    @droida9751 2 месяца назад

    And what if I already have an unreal engine rig? and I just want to use it.. generate Tweak and Deform rigs and work on them?

  • @Tbernard-s2n
    @Tbernard-s2n 5 месяцев назад

    Hi, I am hoping someone might have an answer for me. When I bring my rigged character into unreal, the characters hands wing out to the side at a 90 degree angle instead of up and down. I do not know what I need to adjust in blender to make it correct in unreal. Any suggestions would be helpful.

  • @TheNbCz
    @TheNbCz Год назад

    I tried to follow this so many times and doesn't matter what I do, It simply will not work properly. 1) Pipeline can't find the Unreal Window even with remote ticked and everything set up. 2) As soon as I add my Skeletal Mesh to BP it gets locked into a T-pose and bones will not move, character just moves around like a scarecrow??

  • @thelastdev
    @thelastdev 2 года назад

    which armature would I go to, to delete fingers?

    • @CGDive
      @CGDive  2 года назад

      Deleting parts of the rig is not something that is officially supported. Do so at your own risk. You could delete then in the "root" rig. Also when weighting the character with the Deform rig make sure no weights are assigned to the finger bones. That can be achieved by removing the "Deform" bone property in the Bone tab.

  • @CheesyX2
    @CheesyX2 Год назад

    Just wanted to mention that it does not work out of the box with models from Mixamo, Send-To-Unreal throws a bunch of error messages because it can't create the needed textures. This is NOT a fault of your plugin or Send-To-Unreal but with Mixamo because they are to stupid (as per default with products from Adobe) to correctly pack the models in the first place. Just a heads up if anyone runs into problems with models from that site.

    • @CGDive
      @CGDive  Год назад

      Thanks for the info!

  • @kawaiistef
    @kawaiistef 2 года назад

    Very useful, thank you!

  • @stephenjones8114
    @stephenjones8114 2 года назад

    Excellent tutorial and plugin. I do have a problem that my mesh once imported into UE5.1 and animated has distorted shoulders. All the anims are working. The legs, hips are fine. But the shoulders are square rather than sloped, and wider than they should be. Even the imported mesh inside the blueprint is fine and as it was when exported from Blender. The shoulder bones in Blender seem to be placed upon the shoulder joints, so I am at a loss.

    • @CGDive
      @CGDive  2 года назад +1

      Hi, thanks!
      Play around with the position of the clavicle bone. A bit higher/lower or towards the inside/outside of the body. If nothing works, feel free to send me your file. I'll take a look when I have some time :)

    • @stephenjones8114
      @stephenjones8114 Год назад

      @@CGDive Ended up importing Quinn and marking where her skeleton matched my mesh, then placed your bones thus and this fixed the issue.
      I have another question. If I duplicate the deform rig and append IK bones to control it for animation inside Blender, I suppose I should delete the twist bones even though Blender reads them as Deform bones?

  • @chaver28
    @chaver28 Год назад

    i have found 1 issue with this which im hoping you could help with :) when finishing the tutorial if i go back to blender to change some stuff, i switch parent armature back but then when i and done and switch parent back (using the button) all the bones under root are really really tiny and i am not sure why

    • @CGDive
      @CGDive  Год назад +1

      Once you press Apply Rig the scale of the bones is applies so you can't really go back to the previous step. You have to be fairly confident in the bone placement.
      The current system has some limitations. I am hoping to revise it in the near future.

    • @chaver28
      @chaver28 Год назад +1

      @@CGDive thank you for the reply ☺️ I over came my problem now though as I'm quite new I didn't know I could edit the bones in ue5 so I was able to make slight adjustments.
      Final question I promise (I think) with the rig applied in blender can I change the mesh without any problems?? My character is looking abit thin

    • @CGDive
      @CGDive  Год назад +1

      @@chaver28 Slight changes to the mesh should not cause problems.

    • @chaver28
      @chaver28 Год назад

      @@CGDive thank you 😘 love you

  • @janemedvedieva7650
    @janemedvedieva7650 7 месяцев назад

    But how do you actually use it? Can I attach it to the animated rig? Is there any module to work with these rigs or are they only made to export the A-posed model to the engine?

  • @damiengates7581
    @damiengates7581 5 месяцев назад

    Also lol, it didn't select some part of the armature in the beginning I guess and the scale difference is huge so switching armature did something crazy... I wonder if re scaling helps...

    • @CGDive
      @CGDive  5 месяцев назад

      Yes, scaling is one of the factors :) Again here is my video ruclips.net/video/FuiY0wtxdHQ/видео.html

  • @blockcreationz1
    @blockcreationz1 2 года назад

    Great add-on. Thank you.

  • @yancatv
    @yancatv 2 года назад +1

    Excellent video. When do you think you can do the riggify part using this method? I'm having a hard time finding a solution

    • @CGDive
      @CGDive  2 года назад +1

      Not sure yet, sorry.

  • @unrealdevop
    @unrealdevop Год назад

    So I have some what of a problem, you never covered bone orientation in this video so I winged it....soon discovered that changing the pose on one doesn't seem to effect the others and I'm concerned that changing to bone orientation may not effect the others either. I believe I tried doing this on the Tweak rig and saw no changed on the deform so I tried it on the deform hoping it would effect the Unreal one but at least the Pose I can confirm does not get set when doing this. I can't confirm the bone roll yet because when I set the rest pose to the new pose on the Deform rig it caused the bone to be offset on the other two.
    Does setting the Bone Roll on one effect the other? If not do we just wait until we are completely done on the Tweak and Deform rigs and then set the roll and pose only on the Unreal?
    Update: I just went back to the version before I applied the rest post and discovered that no, the Bone roll adjustments I made were not carried over to the Unreal Rig and are incorrect, causing the fingers to rotate diagonally.

    • @unrealdevop
      @unrealdevop Год назад

      Update 2: It seems that any bones added to the rig don't get properly oriented on the UE Rig. So it seems like either way you are going to have re-orient a lot of bones.
      I'm wondering if It would just make more sense to export the Deform Rig....why do we need a UE Rig anyway when we can simply set the Bone Orientation on export to what Unreal is Expecting?

    • @CTRLSWAY
      @CTRLSWAY Год назад

      ​@@unrealdevopim having a similar issue, my mesh is all disfigured around the arms shoulders and hands! I don't understand what im doing, are the unreal bones supposed to all stick out instead of looking like an actual skeleton, its confusing

    • @awoidf
      @awoidf Год назад

      @@CTRLSWAY yes. unreal and blender have a different bone orientation (can't remember why exactly). So the UE5 bones have to default bones have to be oriented weirdly (this way all the animations from the marketplace will work) any other bones you add can have whatever orientation you want

    • @CGDive
      @CGDive  Год назад

      Honestly, I am not sure what you were trying to do. What the addon is meant to do is shown in the video. It creates a rig with orientations exactly like on the UE rig.
      If you need to re-orient something for some reason, good luck but it's just not part of the addon.

  • @xeoncat
    @xeoncat 2 года назад

    This is the greatest thing ever!! It's easily the best workflow for UE skeletel meshes
    I have just two doubts:
    1. When making animations, I should animate on the Tweak armature, right?
    2. I assume this does not have an impact on the Blendshapes animation export? Since it's object data, Unreal should read them from the mesh, although I'm not sure this works across different meshes...

    • @CGDive
      @CGDive  2 года назад +1

      Good questions, I should have addressed this
      1. The tweak rig is not a "control rig", it is not meant for animation. Currently, there is no simple solution for creating custom animations. I'll try to cover how it could be done at some point.
      2. Shape keys should work.

    • @xeoncat
      @xeoncat 2 года назад +1

      @@CGDive Creating a Control Rig in UE5 and animating in UE's Sequencer is also a possibility. It's just that Blender is a lot easier for animation

  • @dougmaisner
    @dougmaisner 6 месяцев назад

    When I import the character and stick the manny 5 control rig on it, the character's arms end up flipped all over the place. What am I doing wrong?

  • @level10gnollwarlock
    @level10gnollwarlock 10 месяцев назад

    I have used ARP's quick rig shown at the end of this video. i have made my first idle animation but i then realized i created the control rig for the DEFORM armature instead of the Root/Game armature.
    How badly did i mess up? i am trying and failing to bake/move/copy the animation that's now on the control/deform rig to the root/game rig so i can export it to unreal to test.
    i'm at my wits end right now

  • @connorjade5460
    @connorjade5460 11 месяцев назад

    Hi, I followed the instructions and everything works fine, but as soon as I replace the quinn model with my own, her Upper body works perfectly but her lower body gets messsed up. The legs gets raised up in the air like she's doing yoga in mid air😂😂

  • @WildOxStudios
    @WildOxStudios 8 месяцев назад

    For some reason I keep getting Bone Heat Weighting: failed to find solution for one or more bones for the latest version of game Rig Tool "Unreal" I'm using Blender 3.6 with tool version 1.1.2

    • @WildOxStudios
      @WildOxStudios 8 месяцев назад

      If anyone has this issue its because the unit 1 is too small for blender when the unreal unit is .01 .... set your global unit to .01 rescale your mesh and skeleton and apply transforms then parent to the armature.

    • @CGDive
      @CGDive  8 месяцев назад

      Here is a video on solving Bone heat: ruclips.net/video/FuiY0wtxdHQ/видео.html

  • @famesaro65
    @famesaro65 10 месяцев назад

    hey thank you for this video and tool, have a question is there a way to use the same rig for several other armature/meshes
    cause tried to transfer the weight and the root but seems not working.
    thank you

    • @CGDive
      @CGDive  10 месяцев назад +1

      All characters will be rigged with the same type of rig (the UE4 or UE5 mannequin skeleton).
      I am not sure how you approach and what the problem is. Just rig each character individually in a separate Blender scene.

    • @famesaro65
      @famesaro65 10 месяцев назад

      @@CGDive thank you for the answer. have different character/meshes practically the same, and I want to retarget one and copy the same somehow to the others

  • @navjyotsingh9580
    @navjyotsingh9580 8 месяцев назад

    Thank you for this awesome addon. I am facing a issue, When I parent the rig to the character using automatic weight paint the mesh gets deformed very badly. do you have any solution for it ? trying to fix that issue for days now.

    • @jakobk2968
      @jakobk2968 6 месяцев назад

      found a fix? i have the same issue

    • @navjyotsingh9580
      @navjyotsingh9580 6 месяцев назад

      @@jakobk2968 nope no luck.

  • @Somordorp
    @Somordorp 10 месяцев назад

    Thanks for this tutorial!
    I hope ull answer because i cant find any solution.. My character has wraps around his hands. With the Deform-Rig it moves all along nicely but if i switch to Unreal Armature it becoms buggy and doesnt move with the character. Do you know why this happens ?

    • @CGDive
      @CGDive  9 месяцев назад

      There shouldn't be a difference between Deform and Unreal rig deformations. If you can share your file, get in touch with me via email or discord. See here:
      cgdive.com/contact/

  • @theburlapchap3644
    @theburlapchap3644 9 месяцев назад

    how do you avoid issues with the IK bones? They tend to be automatically assigned weights using your workflow

    • @CGDive
      @CGDive  9 месяцев назад

      I don't think you are following my workflow. The Deform skeleton does not have the IK bones so no weights should be assigned to them.

    • @theburlapchap3644
      @theburlapchap3644 9 месяцев назад

      @@CGDive ah i see

  • @bringfire
    @bringfire 9 месяцев назад

    This add-on works great for a single mesh character. I'm trying to rig a hard surface robot with multiple body parts. When I get to the "Switch Parent Armature" step, nothing happens. Is there a workaround for this?

    • @CGDive
      @CGDive  9 месяцев назад +1

      My guess is that you are parenting your hard surface objects directly to bones. This type of parenting is not supported by FBX export and Unreal Engine and therefore it is not supported by the addon. You have to bind your robot by giving each part 100% weight to a specific bone/vertex group.

    • @bringfire
      @bringfire 9 месяцев назад +1

      @@CGDive Thank you very much for your quick response! I thought that might be the case. I'll rework my approach. Again, thanks for the reply. Love the add-on!

    • @CGDive
      @CGDive  9 месяцев назад +1

      @@bringfire Nice!

  • @activemotionpictures
    @activemotionpictures Год назад

    It would be awesome to see Uefy to U5 rig from Blender.

    • @CGDive
      @CGDive  Год назад +2

      Yeah, uefy looks good and I bought it a long time ago but I found the learning curve a bit steep. So I never went too deep into it.

  • @dylanbequet2464
    @dylanbequet2464 5 месяцев назад

    Is it possible to convert an existing rigify Rig, with animation ? I don't want to redo everything I've made so far

  • @STANNco
    @STANNco 2 года назад

    do you need to use their mannequin models??
    Can you not make a custom rig with the base plugin and import into unreal, or is it special in some way?

    • @CGDive
      @CGDive  2 года назад

      Hi. You don't need to use the mannequin. It's just that it's a standard skeleton and there are many animations and blueprints for it.
      You can absolutely make a custom rig. Here is my workflow for that
      ruclips.net/p/PLdcL5aF8ZcJvS4rui1CyKuFQLBGE4rnas

  • @Ravend6
    @Ravend6 Год назад

    Thank you very much!

  • @light-zf4dp
    @light-zf4dp Год назад

    Is it possible for one to use the mannequin animations, but adjust the animations for each imported character by keyframing in ue5? I understand it may take a little longer than your solution in the video, but i would find it more accurate - especially for characters with legs that arent straight, such as a minotaur/fawn/satyr

    • @CGDive
      @CGDive  Год назад

      It might be with the control rig and all the cool tools that UE has these days. I am yet to do a deep dive into these tools.

  • @RahzZalinto
    @RahzZalinto Год назад

    what in the world lol. Trying as a "demo" for now cuz I can't get auto rig pro to give good results. Uh.... if I import the unreal model for example, quinn or manny, they come in fine about the same size as my character. This addon is making the skeleton about the size of their boot. I have my document unit scale set to 0.01 as seems recommended by most things, do I need to change my document settings and scale of everything for this to work or something? xD
    EDIT: Okay so I just went through with your tutorial but with two changes, I Scaled up all 3 skellys at the start to just match the size of my dude, and then at the last step I applied all transforms setting the skelly and the mesh to 1 again instead of 0.01 skelly and 100 on the mesh. NOT sure if I'll run into other issues but I will say that being able to customize the bones position better has led to a perfect looking result with both idle, walk and running animations retargeted from quinn and/or manny. I do worry about other issues that might result from having the initial skelletons importing so tiny and not relative to the document scale or whatever...not sure.. I'm a bit of a noob, but knowledgeable enough to know that any little thing can lead to a problem later down the line so if you have any insight on that lemme know :P

    • @CGDive
      @CGDive  Год назад +1

      Hi, glad that you go promising results.
      Regarding the unit scale: no, you should keep it to the default of 1.0. I know many sources suggest this as a solution but I find that creates problems in Blender itself so I want to avoid it at all cost. So do not change the Unit scale, maybe I should have said that explicitly.
      What to do with the scale of the armature is explained in the video:
      -keep it to 0.01 for manual FBX export.
      -apply the scale if you use Send to Unreal (which I like and recommend)

  • @MatheusFelipe-ki1mx
    @MatheusFelipe-ki1mx Год назад

    when i click "automatic weights " my character becomes giant and stays in a horizontal position, as if he's layed down on the floor, and the armature stands still. Can someone kindly explain why this happens?

  • @virtualfilmer
    @virtualfilmer Месяц назад

    I can't figure out what to do with a character that has human skin, then separate eyes / teeth / tongue etc. In this video, you selected the separate eyes and the skin and applied automatic weighting, and it worked fine. When I do that, the eyes / teeth / tongue deform as the head moves around. I have tried manually weight painting each object to set them to 100% weight to the head bone - but that doesn't work. It still ends up with deformation as the head moves around. Any idea how to fix this? :-)

    • @virtualfilmer
      @virtualfilmer Месяц назад

      (I'm thinking that its the head skin that is deforming when the head moves - not the eyes etc. I'm gonna go down that path and maybe its hidden weight painting issues with the skin rather than the eyes etc )

    • @virtualfilmer
      @virtualfilmer Месяц назад

      I think the answer is to bind the human skin, but leave the eyes etc separate. And parent the eyes etc to the head bone ?

    • @virtualfilmer
      @virtualfilmer Месяц назад

      No that wasn’t it. If I parent them to the head bone, it screws up the Unreal import - it says “failed to merge bones”.

    • @CGDive
      @CGDive  Месяц назад

      You probably have other weights affecting the eyes so when the weights are "normalized" you don't get 100% deformation by they bone you want.
      My advice is to learn more weight painting. I got a playlist you might like
      ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
      By the way, do NOT parent objects directly to a bone if your intentions is exporting out of Blender. It works fine in Blender but not for export.

  • @hotsauce7124
    @hotsauce7124 2 года назад

    Hello, does Game Rig Tools do corrective blendshape keys and Bone corrective shape controllers work in UE5 Control Rig? For example, when you bend an elbow/shoulder the inside of the elbow/shoulder will use corrective blendshapes to correctly deform the elbow/shoulder when it bends in UE5 Control Rig?

    • @CGDive
      @CGDive  2 года назад

      Game Rig Tools does nothing regarding blendshapes but they do work. Make sure the driver is pointing to the Root armature (the one you export). Also if you use Send 2 UE, there is a sepcial workflow for exporting blendshapes. Make sure you read the docs.

  • @ramaries8988
    @ramaries8988 5 месяцев назад

    Hi CGDive is there a way to preview the mannequi or manny animations in blender on my rigged character with this addon?