Important: This is an advanced tutorial that assumes you know how to use Uefy 2 ( ruclips.net/video/mg75kSkKkug/видео.html ). This tutorial requires Uefy v2.3 which is a free upgrade. Use your existing emailed download link to get the latest version. The workflow uses "Daz to Blender" and "Daz to Unreal" bridge plugins available from DazCentral.
The 'Merge Weight Paint' feature is not limited to Daz characters. You can use it with any armature to remove unwanted bones without losing weight data.
Hi Rakiz, is setting the scale to 0,01 meters still needed? I saw that uefy send warnings if the scale is not set as it but i know that from UE 4.26 (i think, i don't remember the exact version) there's no more the need to change the unit scale in blender
If you don't set the unit scale as shown it is possible that the character will successfully transfer to Unreal and look fine. Until problems show up later when you try to use animations or blueprints. I follow the same procedure in all my videos and it gives me a reliable result that always works.
I purchase animation packs from Unreal marketplace. After I am done rigging this character I will use it with those animation packs plus I can create my own animations using rigify if needed. You can review ruclips.net/video/8Ad4v7x41RA/видео.html to see how to retarget animation on to a character like this.
Hi Rakiz, thank you so much for the update! This new feature looks cool. :) Is the Genesis model you used in here available somewhere? Although I have very limited experience with Daz Studio, I would like to try since I am a fan of Uefy...
I’ve used your UEFY pro to convert Daz characters to UE4 with great success. Thank you. Now I’m curious, does this process work with converting Daz characters to the UE5 mannequins as well? I figured I ask before I tried. Any tips or recommendations for converting Daz characters to UE5 skeleton would be appreciated.
Thanks for taking the time to make this. Will it work with Genesis 2 characters? The Character Operators > Select Mapping options only seem to include Genesis 8.1.
The Genesis 8.1 metarig is only a preset. Uefy is not aware of Daz3D or any other program. It is a generic solution for rigging characters from any source. I used the same process as shown in ruclips.net/video/z-NPCh01DwE/видео.html to create a metarig specific to the Daz character I was building for. If the preset doesn't match your character you can follow the tutorial to build your own.
Hi!This addon is very well.But sometimes it has bug in 3.0 and 3.1.Such as Merge Weight Paint is not work. Could you repair it for more than 2.93 version. Thanks!
I am using Blender 3.1 with Uefy v2.4 at the time of this writing. I have just tested the merge weight paint tool and it correctly merged the weights on all attached meshes on my armature.
Python: Traceback (most recent call last): File "C:\Users\D\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\uefy\build.py", line 1038, in poll return context.armature AttributeError: 'Context' object has no attribute 'armature' maybe only in sometimea
The tool works on meshes attached to the armature. So make sure your armature is actually attached to a mesh it can move around in pose mode before using this tool. For example if you use the Extract Mesh tool to separate the meshes from the armature into separate objects then this tool will not work until the meshes are reattached.
The 'Build Skeleton' and 'Merge Weight Paint' buttons are context sensitive. For Merge Weight Paint button you must select the armature and then go into Edit Mode otherwise the button is unavailable. For 'Built Skeleton' you must make sure only the armature is selected and go into Object mode. You also have to make sure the values in Uefy Script Panel for Armature, root, metarig and rig are correct before running build skeleton. If you follow the steps shown in the video the addon works perfectly. If you still have issues reply to the email with your download link and order id and attach screen shots and details of actions you took.
Do you have any advice if i'm going to rig daz character to UE5 skeleton ? It looks like i've to re weight paint spine since UE5 skeleton has 6 spine bones.
You don't need to repaint anything if you use the Manny89 preset metarig instead of the Daz3d preset to rig your character. It has matching spine, neck and hand bones. You can add the face and elbow bones to it on your own following the ideas in ruclips.net/video/mg75kSkKkug/видео.html and ruclips.net/video/v8UfX62SlI0/видео.html and using the Daz3d preset as a reference. Note that Uefy is not aware of Daz3d or any other software. The Daz3d preset was created by modifying the default human metarig as shown in the links above. Same is true for the Manny89 metarig. You can modify the metarig to match your own needs.
Love these tutorials! Probably watched it 4 times. Very easy to follow and really points out the important stuff. However the pose character button does not seem to work for me(@17:28). I just enter pose mode with the message success, but no changes are applied to my character. Running blender 3.0. Works without it but I think the retargeting would be slightly better if I could get it to pose automatically. Tried with several different imports/characters but get the same every time.
Pose Character operator works for me on Blender 3.0, make sure the values for character, mannequin, metarig are set correctly in Uefy Script Panel as around 17:20 also make sure the mannequin and character armatures are visible. Have just the character's armature selected in object mode when clicking the button. Other things you can check are the bone names. Make sure there are no typing errors, the names are case sensitive so foot_l is not the same as Foot_l or foot_L etc.
@@RakizFarooq I tried all your tips but still didn't get it to work. Might have been slightly different bone names or something. Using custom as preset did attempt to pose it but didn't do a great job. Since im using diffeomorphic that could be the cause of it. Can i assign the bone names manually in a json somewhere to create my own preset?
You must ensure that there is no rotation on either the armature or mesh objects. Item -> Transform -> Rotation should be 0,0,0 for both armature and mesh. You can review ruclips.net/video/mg75kSkKkug/видео.html to see how to create your own presets. This process requires that you follow all the steps in the order shown. Everything done here is for a reason. Skipping or ignoring steps or going out of order will lead to issues.
I've already switched to Blender 3.0 for my own use. But at the time of this writing I've just done basic testing and checked the core functions which all work as expected. I don't think any changes will be needed but so far everything is working and no one else has reported any issues either.
There are multiple options for facial expressions. You can construct a face rig yourself by adding additional bones. You can also use morph target/shapekey based face movement. There is also rigify super_face as shown in ruclips.net/video/mJUWJxBzW3Y/видео.html
The FAQ section in the product page has a list of supported rigify sample types. You can add any number of those supported additional bones to construct whatever you want. Uefy is not aware of Daz or anything Daz specific. The Daz simplified rig in Uefy is just the default rigify Human Metarig customized with additional bones using the sample types mentioned above. You can continue adding/removing as much as you like. You can add additional bones as shown in ruclips.net/video/o2CR9Zxbq0c/видео.html and ruclips.net/video/v8UfX62SlI0/видео.html
Yes .. I tested exporting the character in this video to Unreal Engine 5 Preview 1 and successfully retargeted all the basic default animations like run, walk, jump etc. Do keep in mind UE5 Preview 1 is still experimental at the time I am writing this.
@@RakizFarooq Thank you! I wasn't able to retarget I'm getting a crash when using the new retargetIK, I guess this method is more likely to work since you are just converting everything to UE5?
You should be able to rig them with the addon in theory but there are far too many bones. I don't recommend using this with metahumans. The higher density LODs on metahumans are not suitable for many projects. The default mannequin is not going away any time soon.
Trying to apply animations I made using the rig. In Unreal, whenever I try to preview the animation the model disapears. Any ideas why that's happening?
Probably a scaling issue. The Unit Scale in blender is set to 0.01 and character is properly scaled at the start of the video. If this was not done correctly the mesh seems to disappear in Unreal because it is tiny. This happens due to differences in Blender/Unreal and not related to functionality of the addon.
Set the unit scale to 0.01 and view clipping distance to 50m. In Object mode use Shift + A -> Armature -> Uefy Script -> Reference Skeleton -> UE4 Mannequin Proxy (A-pose) to bring a reference mannequin into the scene. Your character's objects (mesh / armatures / metarig) need to be correctly scaled relative to this mannequin. The mannequin should not tower above your character or be tiny between it's feet. You could disconnect all the objects from each other and individually scale them then apply all transforms to set scale to (1,1,1). In the case of Daz however things are complicated by the Shapekeys. So it depends on how well you know your way around blender. Might be easier to just redo the rig. Alternatively you might try creating a new Blend file. Import the character correctly, compare it to the reference skeleton. Then import your metarig from the old file and just scale and apply transforms on that. Might work for you. I also suggest you try rigging a simpler character first and ensure animations work correctly for you either ruclips.net/video/mg75kSkKkug/видео.html or even just the ue4 mannequin ruclips.net/video/8Ad4v7x41RA/видео.html
Once the character is rigged in Blender as shown in the video. You can export it to Unreal Engine and use the retargeting functions of the unreal editor to retarget your original animations to the new character. Do keep in mind we modify the character bones to make it match the epic skeleton. This might effect the retarget if your original animations were not made for the epic skeleton. Any animation bought from UE marketplace marked for Epic Skeleton should work just fine.
@@RakizFarooq When I click on Import Daz Character to Blender button, I get an error but the character is loaded. Python: Traceback (most recent call last): File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbOperators.py", line 168, in invoke return self.execute(context) File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbOperators.py", line 349, in execute self.import_one(fbx_adr) File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbOperators.py", line 318, in import_one DtbIKBones.bone_disp(-1, True) File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbIKBones.py", line 346, in bone_disp bone_disp(i, flg_hide) File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbIKBones.py", line 351, in bone_disp bone_disp2(idx, pbones.get(ik_name[idx]),abones.get(ik_name[idx]), flg_hide) File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbIKBones.py", line 337, in bone_disp2 pose_bone.custom_shape_scale = scales[idx] AttributeError: 'PoseBone' object has no attribute 'custom_shape_scale' location: :-1 This error happens, and when the character is loaded, her bones appear as B-Bones and NOT as custom shapes. Help please if you can. Thank you so much for the video
For the Daz to Blender bridge plugin I copied the addon files directly into Blender install plugin directory instead of the usual users shared directoty. That seems to work for me. Otherwise you'll need to ask about this from the addon's developer. I can only answer question about Uefy.
Can I still use this with the Daz character imported from an FBX file and not through the Daz to blender bridge (couldnt get the plugin working with 3.1).
The bones must point towards each other head to tail like they are in this video. You might need to experiment with FBX import options to get as close a result as possible and fix any errant bones like I fix the arm bones in ruclips.net/video/v8UfX62SlI0/видео.html Alternatively you can simply import the character using an older version of blender, save the blend file and open it in the latest version. With blender portable zip downloads it is trivial to maintain several versions of Blender.
Are you referring to import stage where you first bring in the character into blender? Your best bet is to use a version of blender that works with the Daz bridge as described above. For FBX imports every character is going to have unique issues. This is not related to the addon but due to differences in how Blender and other software like autodesk interpret the FBX file format. Usually you can get close enough that manually moving a few bones in edit mode is enough.
@@RakizFarooq I forgot to remove this. Your tutorial worked like a charm bringing it in direct with FBX. The only issue I am having is with the fingers being misaligned when I import into unreal. I am playing around with the axis and finger post of the metarig to see if I can get it smooth. Outside of that you are amazing. Saved me 1000s of paying someone to rig a bunch of characters
Try removing Morph Targets/ShapeKeys from the fingers to see if that is the issue. Secondly the finger bones on the original armature (not metarig) fingers should be rolled so that the x-axis points out the bottom of the fingers. Doing so ensure the metarig fingers are correctly snapped (they will have different rolls).
Hi, thanks for the tutorial. I have a problem at the end when I try to transfer the shape keys, it ends the process without any errors, but there are no shape keys added to the main body from the 2nd one. The only difference I noticed was that the 2nd body I imported has vertex groups with different names (ex. "lThighBend" instead of "thigh_l", "lThighTwist" instead of "thigh_twist_01_l", etc.). Is this the reason why it does not work? I made a duplicate of the 2nd imported body, then removed its shape keys, and then transferred them back from the other one, and this worked fine but it does not work with the body that has all the important changes and the armature... edit: Never mind, I found out why it didn't work. I had deleted a few vertices inside the mouth and it gave me an error that the vertex count didn't match between the two meshes (but that only when I tried from Blender's transfer option from the black arrow, the script from this didn't gave any errors). I copied the vertices back, and tried again, everything worked fine...
The workflow shown in this video assumes you used the Daz to Blender bridge and followed all the steps in the order shown. Doing so results in specific names for bones and vertex groups along with other options. If you imported the character a different way you will probably need a custom mapping for the bone names as shown in the Basics video ruclips.net/video/mg75kSkKkug/видео.html You should check that to learn how to use Uefy before running with this video.
Great tool, but when I import this in UE5, if "Animation Scaled" is applied to the pelvis, the animation stutters after 1 loop, and the pelvis isn't aligned as theUE Mannequin is (straight down to the ground). If "Skeleton" is applied to pelvis in the retargeting settings, the animation does not stutter, but when idle, the characters feet lift off the ground slightly. I have tried numerous fixes like realigning the pelvis in Blender and tried to fix it in Unreal, to no avail. Any ideas why this would be happening? Thanks in advance!
None of the above is an issue caused by the addon. UE5 introduces a host of changes to retargeting with control rig built into the process. It is not so simple as UE4 anymore. You can check out the whole process I go through to get characters working in UE5 in the playlist ruclips.net/p/PL5EVTuZGY1UYjcB1z-pvLXkTk0E0B2FRA from the video titled 'Easy rigging UE5 mannequins' onwards. What exactly it is you need to do is hard to say but the addon only improves the bone hierarchy exported from Blender. The rest is handled engine side. Your issue can stem from any combination of the control rig, ik rig and ik retargeter being misconfigured. On top of which sometimes you must adjust character height in blueprints too. You will also need to decide if it is worth going for a UE5 mannequin if most animation packs and assets are designed for UE4 etc.
@@RakizFarooq Thank you for the reply. I just want to note that I have done your entire playlist a few times now, I created all the mannequins etc, but this animation pack was created with the UE4_Mannequin and I used the one I made from your tutorial for it. I then click on the Anim_BP I created from the Animation Pack I purchased and retarget the assets to the Daz Model I used in Blender. I will take a look at the control rig and IK rig again to see if there are descrepancies and perhaps try the rigging with the UE5 Mannequin instead. I assumed it wasn't a UEFY issue, but you are so knowledgable I thought I'd try and see. I appreciate your input as it's given me something to look at here, and hopefully I can resolve this. Thank you again Rakiz.
im currently using metarig face bones, how come after i generated the rig it deforms the mesh successfully but after i build the unreal skeleton, the rig on the face doesn't work at all?
Only the rigify part types listed in the FAQ section of the rakiz.com/uefy are supported. At this time only faces.super_face is supported which can be used as shown in ruclips.net/video/mJUWJxBzW3Y/видео.html Alternatively you can also build a face rig as used in the metarig of this video but you need to use parts that are supported like basic.super_copy, limbs.simple_tentacle etc Your message doesn't really provide much detail if you are using supported rigify parts it is also possible this is simply a case weights not applied to the correct bones. Maybe you need to rename the vertex groups to transfer weights to the correct bones.
@@RakizFarooq so uhh i might've added the face bones incorrectly before. but i've fixed it and stumbled into another problem. What i'm doing now is basically i already have the metarig setup posed and all that, now i wanna add face bones, i added it using the rigify sample "faces.super_face" , aligned it to my mesh then add generate rig. after i parented the mesh to the generated rig, when i press the build unreal skeleton i found an error which says error in process_super_faces (key u_root not found).
I have tested faces.super_face with the current version of Blender and Uefy. It is working correctly for me without any errors, so there is likely an issue in how you set it up. Make sure the face bone in super_face sample is parented to the head bone in the metarig before you generate the rig. I would suggest you start new blend file and get super_face working without any mesh details or other things to worry about. Then see what you are doing different.
At around 25:35 in Object mode I click on one mesh then Ctrl+click on the second to select two mesh objects at the same time. You have to do the same in the same order for the transfer to work.
@@RakizFarooq Hello author, I have reselected the two mesh objects as you said, but the new problem appeared " File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\uefy\extra .py", line 639, in execute key_blocks = source.data.shape_keys.key_blocks AttributeError: 'NoneType' object has no attribute 'key_blocks'", how to solve this?
As I said in the previous message you have to select them in the correct order as shown in the video. Select the mesh that has the shape keys first then ctrl+click the target mesh second. The target mesh will be the mesh in your final rig where you want to copy the shapekeys. Make sure you don't have anything else selected before start this. That you are in object mode and the source mesh actually has some shapekeys to begin with.
Renaming the bones (13:17) breaks it for me. After that, when I pose, many of the bones don't work correctly for the mesh (parts of the body don't move at all or they move slower/faster than the bone's rotation, and there is unnatural stretching). The first time I noticed that was after doing almost everything in the video, and I had to do the process again from the start and at each part I was also testing with posing multiple of the bones (hand, foot, neck, spine, head, etc.), the problem showed again after the renaming. For example, rotating the "upperarm" didn't even move the arm of the mesh at all, and anything that moved the head (like any of the upper body, neck, or the head itself) had the eyes and the inner mouth lag behind, stretching them out of the head as a result.
Send a reply to the email with your download link and order id. Attach your blend file. I can take a look at it, likely you missed a step or did something out of order.
@@RakizFarooq I may have imported the Daz character with diffeomorphic instead of Daz To Blender (I have used both in the past and are both installed), so I will try in a new project from the start using Daz To Blender (I don't know if that's the problem). This one is quite large because I have been making armor, cloth, and accessories for my game (150+ pieces). If the problem persists, I will send you the new one. Also, thanks for the fast reply.
This tutorial is built on the assumption that you use Daz to Blender bridge to import the character. Doing so will cause it to have specific naming convention and other defaults required for the Daz preset. If you are importing your character a different way then you probably need to build your own preset as shown in ruclips.net/video/mg75kSkKkug/видео.html then add additional bones on top of that as shown in ruclips.net/video/v8UfX62SlI0/видео.html I also suggest you test out the process with a simple export from Daz and not some massive character with a ton of armor and extras. If it works for the simple character it will also work for the complex one.
Direct support for Manny and Quinn should be is in Uefy v2.5 currently under development at the time of this writing. Yes, it will be a free upgrade. In theory it can likely be done even now by editing the metarig and a few other changes. But you'd need a pretty solid understanding of rigify and blender to make it work. The next update should greatly simply the process for the new UE5 mannequins.
Important: This is an advanced tutorial that assumes you know how to use Uefy 2 ( ruclips.net/video/mg75kSkKkug/видео.html ). This tutorial requires Uefy v2.3 which is a free upgrade. Use your existing emailed download link to get the latest version.
The workflow uses "Daz to Blender" and "Daz to Unreal" bridge plugins available from DazCentral.
Rakiz! Really appreciate you taking us through all these steps in real time. Uefy is quite an eye opener, I can't wait to try it out 👍🙏
The 'Merge Weight Paint' feature is not limited to Daz characters. You can use it with any armature to remove unwanted bones without losing weight data.
This is the video I've been waiting for! Thank you.
This is an tutorial I was waiting for.
YAASSS I needed this so bad! Thank you!
Hi Rakiz, is setting the scale to 0,01 meters still needed? I saw that uefy send warnings if the scale is not set as it but i know that from UE 4.26 (i think, i don't remember the exact version) there's no more the need to change the unit scale in blender
If you don't set the unit scale as shown it is possible that the character will successfully transfer to Unreal and look fine. Until problems show up later when you try to use animations or blueprints. I follow the same procedure in all my videos and it gives me a reliable result that always works.
with uefy 2.3 will becompatible the unreal marketplace animations of blender characters ?
I purchase animation packs from Unreal marketplace. After I am done rigging this character I will use it with those animation packs plus I can create my own animations using rigify if needed. You can review ruclips.net/video/8Ad4v7x41RA/видео.html to see how to retarget animation on to a character like this.
Hi Rakiz, thank you so much for the update! This new feature looks cool. :)
Is the Genesis model you used in here available somewhere? Although I have very limited experience with Daz Studio, I would like to try since I am a fan of Uefy...
It is just the male genesis 8 figure that comes with Daz Studio by default.
I’ve used your UEFY pro to convert Daz characters to UE4 with great success. Thank you. Now I’m curious, does this process work with converting Daz characters to the UE5 mannequins as well? I figured I ask before I tried. Any tips or recommendations for converting Daz characters to UE5 skeleton would be appreciated.
Thanks for taking the time to make this. Will it work with Genesis 2 characters? The Character Operators > Select Mapping options only seem to include Genesis 8.1.
The Genesis 8.1 metarig is only a preset. Uefy is not aware of Daz3D or any other program. It is a generic solution for rigging characters from any source.
I used the same process as shown in ruclips.net/video/z-NPCh01DwE/видео.html to create a metarig specific to the Daz character I was building for. If the preset doesn't match your character you can follow the tutorial to build your own.
@@RakizFarooq OK, great! Thanks for the very quick and detailed reply.
Hi!This addon is very well.But sometimes it has bug in 3.0 and 3.1.Such as Merge Weight Paint is not work.
Could you repair it for more than 2.93 version.
Thanks!
I am using Blender 3.1 with Uefy v2.4 at the time of this writing. I have just tested the merge weight paint tool and it correctly merged the weights on all attached meshes on my armature.
Python: Traceback (most recent call last):
File "C:\Users\D\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\uefy\build.py", line 1038, in poll
return context.armature
AttributeError: 'Context' object has no attribute 'armature'
maybe only in sometimea
The tool works on meshes attached to the armature. So make sure your armature is actually attached to a mesh it can move around in pose mode before using this tool.
For example if you use the Extract Mesh tool to separate the meshes from the armature into separate objects then this tool will not work until the meshes are reattached.
The 'Build Skeleton' and 'Merge Weight Paint' buttons are context sensitive. For Merge Weight Paint button you must select the armature and then go into Edit Mode otherwise the button is unavailable.
For 'Built Skeleton' you must make sure only the armature is selected and go into Object mode. You also have to make sure the values in Uefy Script Panel for Armature, root, metarig and rig are correct before running build skeleton.
If you follow the steps shown in the video the addon works perfectly. If you still have issues reply to the email with your download link and order id and attach screen shots and details of actions you took.
@@RakizFarooq Thanks!I see.
what would you have to change to get the ue5 mannequin working?
Thanks Brother
Do you have any advice if i'm going to rig daz character to UE5 skeleton ? It looks like i've to re weight paint spine since UE5 skeleton has 6 spine bones.
You don't need to repaint anything if you use the Manny89 preset metarig instead of the Daz3d preset to rig your character. It has matching spine, neck and hand bones. You can add the face and elbow bones to it on your own following the ideas in ruclips.net/video/mg75kSkKkug/видео.html and ruclips.net/video/v8UfX62SlI0/видео.html and using the Daz3d preset as a reference.
Note that Uefy is not aware of Daz3d or any other software. The Daz3d preset was created by modifying the default human metarig as shown in the links above. Same is true for the Manny89 metarig. You can modify the metarig to match your own needs.
Love these tutorials! Probably watched it 4 times. Very easy to follow and really points out the important stuff.
However the pose character button does not seem to work for me(@17:28). I just enter pose mode with the message success, but no changes are applied to my character. Running blender 3.0. Works without it but I think the retargeting would be slightly better if I could get it to pose automatically.
Tried with several different imports/characters but get the same every time.
Pose Character operator works for me on Blender 3.0, make sure the values for character, mannequin, metarig are set correctly in Uefy Script Panel as around 17:20 also make sure the mannequin and character armatures are visible. Have just the character's armature selected in object mode when clicking the button.
Other things you can check are the bone names. Make sure there are no typing errors, the names are case sensitive so foot_l is not the same as Foot_l or foot_L etc.
I just tested the Pose Character operator in Blender 3.1 and it works in that version as well.
@@RakizFarooq I tried all your tips but still didn't get it to work. Might have been slightly different bone names or something. Using custom as preset did attempt to pose it but didn't do a great job. Since im using diffeomorphic that could be the cause of it.
Can i assign the bone names manually in a json somewhere to create my own preset?
You must ensure that there is no rotation on either the armature or mesh objects. Item -> Transform -> Rotation should be 0,0,0 for both armature and mesh. You can review ruclips.net/video/mg75kSkKkug/видео.html to see how to create your own presets.
This process requires that you follow all the steps in the order shown. Everything done here is for a reason. Skipping or ignoring steps or going out of order will lead to issues.
may I confirm which version of blender and daz to blender bridge are you using in this tutorial? thanks!
Is Blender 3.0 support coming soon?
I've already switched to Blender 3.0 for my own use. But at the time of this writing I've just done basic testing and checked the core functions which all work as expected. I don't think any changes will be needed but so far everything is working and no one else has reported any issues either.
Hi, can you make robots for sample
will it work with genesis9? thanks
I have to say, not having a full face rig is a big drawback for me. Looking forward to an updated tutorial on adding a proper face rig.
There are multiple options for facial expressions. You can construct a face rig yourself by adding additional bones. You can also use morph target/shapekey based face movement. There is also rigify super_face as shown in ruclips.net/video/mJUWJxBzW3Y/видео.html
@@RakizFarooq So is the idea that I merge the face rig from the Rigify metarig onto the Unreal simplified rig?
The FAQ section in the product page has a list of supported rigify sample types. You can add any number of those supported additional bones to construct whatever you want.
Uefy is not aware of Daz or anything Daz specific. The Daz simplified rig in Uefy is just the default rigify Human Metarig customized with additional bones using the sample types mentioned above. You can continue adding/removing as much as you like.
You can add additional bones as shown in ruclips.net/video/o2CR9Zxbq0c/видео.html and ruclips.net/video/v8UfX62SlI0/видео.html
Where you able to retarget the ''Third person animations'' or the AnimBP into a Daz 8.1 character inside UE5_Preview_1?
Yes .. I tested exporting the character in this video to Unreal Engine 5 Preview 1 and successfully retargeted all the basic default animations like run, walk, jump etc.
Do keep in mind UE5 Preview 1 is still experimental at the time I am writing this.
@@RakizFarooq Thank you! I wasn't able to retarget I'm getting a crash when using the new retargetIK, I guess this method is more likely to work since you are just converting everything to UE5?
@@GrianTalamonti You need to build the UE 5.0 branch from source and the new Retarget IK features are fixed.
@@GlassesAndCoffeeMugs Oh, really? I have no idea how to do that, but thanks a lot for updating!
I tested with the launcher version of UE5 Preview 1 and retargeting worked for me.
I have a non-DAZ character in UE4 which uses the standard Epic skeleton. Can I use Uefy to convert DAZ clothing to fit my Epic character?
You can do that by using Blender's built in weight painting tools. Uefy's core function is to make it easier to use the rigify rig with game engines.
Have you worked with Metahumans yet? I have a suspicion they might replace the UE4 mannequin as the standard for UE5.
You should be able to rig them with the addon in theory but there are far too many bones. I don't recommend using this with metahumans. The higher density LODs on metahumans are not suitable for many projects. The default mannequin is not going away any time soon.
Trying to apply animations I made using the rig. In Unreal, whenever I try to preview the animation the model disapears. Any ideas why that's happening?
Probably a scaling issue. The Unit Scale in blender is set to 0.01 and character is properly scaled at the start of the video. If this was not done correctly the mesh seems to disappear in Unreal because it is tiny.
This happens due to differences in Blender/Unreal and not related to functionality of the addon.
@@RakizFarooq So will I have to remake the rig?
Set the unit scale to 0.01 and view clipping distance to 50m. In Object mode use Shift + A -> Armature -> Uefy Script -> Reference Skeleton -> UE4 Mannequin Proxy (A-pose) to bring a reference mannequin into the scene.
Your character's objects (mesh / armatures / metarig) need to be correctly scaled relative to this mannequin. The mannequin should not tower above your character or be tiny between it's feet.
You could disconnect all the objects from each other and individually scale them then apply all transforms to set scale to (1,1,1).
In the case of Daz however things are complicated by the Shapekeys. So it depends on how well you know your way around blender. Might be easier to just redo the rig.
Alternatively you might try creating a new Blend file. Import the character correctly, compare it to the reference skeleton. Then import your metarig from the old file and just scale and apply transforms on that. Might work for you.
I also suggest you try rigging a simpler character first and ensure animations work correctly for you either ruclips.net/video/mg75kSkKkug/видео.html or even just the ue4 mannequin ruclips.net/video/8Ad4v7x41RA/видео.html
@@RakizFarooq Thanks for the speedy reply, I will try remaking the rig and following along better this time
Hello , I have a character with some animation now I want to convert the character with the animation to ue4 . is it possible?
Once the character is rigged in Blender as shown in the video. You can export it to Unreal Engine and use the retargeting functions of the unreal editor to retarget your original animations to the new character.
Do keep in mind we modify the character bones to make it match the epic skeleton. This might effect the retarget if your original animations were not made for the epic skeleton. Any animation bought from UE marketplace marked for Epic Skeleton should work just fine.
My addon is not importing the rig with the custom shapes, the circles and whatnot. Help please. Thank you for the video.
Please explain what part of the video you are at and what you are trying to do?
@@RakizFarooq When I click on Import Daz Character to Blender button, I get an error but the character is loaded.
Python: Traceback (most recent call last):
File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbOperators.py", line 168, in invoke
return self.execute(context)
File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbOperators.py", line 349, in execute
self.import_one(fbx_adr)
File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbOperators.py", line 318, in import_one
DtbIKBones.bone_disp(-1, True)
File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbIKBones.py", line 346, in bone_disp
bone_disp(i, flg_hide)
File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbIKBones.py", line 351, in bone_disp
bone_disp2(idx, pbones.get(ik_name[idx]),abones.get(ik_name[idx]), flg_hide)
File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\DTB\DtbIKBones.py", line 337, in bone_disp2
pose_bone.custom_shape_scale = scales[idx]
AttributeError: 'PoseBone' object has no attribute 'custom_shape_scale'
location: :-1
This error happens, and when the character is loaded, her bones appear as B-Bones and NOT as custom shapes.
Help please if you can.
Thank you so much for the video
For the Daz to Blender bridge plugin I copied the addon files directly into Blender install plugin directory instead of the usual users shared directoty. That seems to work for me. Otherwise you'll need to ask about this from the addon's developer. I can only answer question about Uefy.
@@RakizFarooq Thanks
Can I still use this with the Daz character imported from an FBX file and not through the Daz to blender bridge (couldnt get the plugin working with 3.1).
The bones must point towards each other head to tail like they are in this video. You might need to experiment with FBX import options to get as close a result as possible and fix any errant bones like I fix the arm bones in ruclips.net/video/v8UfX62SlI0/видео.html
Alternatively you can simply import the character using an older version of blender, save the blend file and open it in the latest version. With blender portable zip downloads it is trivial to maintain several versions of Blender.
@@RakizFarooq thank you sir... I am attempting the process now!
Are you referring to import stage where you first bring in the character into blender? Your best bet is to use a version of blender that works with the Daz bridge as described above.
For FBX imports every character is going to have unique issues. This is not related to the addon but due to differences in how Blender and other software like autodesk interpret the FBX file format. Usually you can get close enough that manually moving a few bones in edit mode is enough.
@@RakizFarooq I forgot to remove this. Your tutorial worked like a charm bringing it in direct with FBX. The only issue I am having is with the fingers being misaligned when I import into unreal. I am playing around with the axis and finger post of the metarig to see if I can get it smooth. Outside of that you are amazing. Saved me 1000s of paying someone to rig a bunch of characters
Try removing Morph Targets/ShapeKeys from the fingers to see if that is the issue.
Secondly the finger bones on the original armature (not metarig) fingers should be rolled so that the x-axis points out the bottom of the fingers. Doing so ensure the metarig fingers are correctly snapped (they will have different rolls).
Hi, thanks for the tutorial. I have a problem at the end when I try to transfer the shape keys, it ends the process without any errors, but there are no shape keys added to the main body from the 2nd one.
The only difference I noticed was that the 2nd body I imported has vertex groups with different names (ex. "lThighBend" instead of "thigh_l", "lThighTwist" instead of "thigh_twist_01_l", etc.). Is this the reason why it does not work?
I made a duplicate of the 2nd imported body, then removed its shape keys, and then transferred them back from the other one, and this worked fine but it does not work with the body that has all the important changes and the armature...
edit: Never mind, I found out why it didn't work. I had deleted a few vertices inside the mouth and it gave me an error that the vertex count didn't match between the two meshes (but that only when I tried from Blender's transfer option from the black arrow, the script from this didn't gave any errors). I copied the vertices back, and tried again, everything worked fine...
The workflow shown in this video assumes you used the Daz to Blender bridge and followed all the steps in the order shown. Doing so results in specific names for bones and vertex groups along with other options.
If you imported the character a different way you will probably need a custom mapping for the bone names as shown in the Basics video ruclips.net/video/mg75kSkKkug/видео.html You should check that to learn how to use Uefy before running with this video.
Great tool, but when I import this in UE5, if "Animation Scaled" is applied to the pelvis, the animation stutters after 1 loop, and the pelvis isn't aligned as theUE Mannequin is (straight down to the ground). If "Skeleton" is applied to pelvis in the retargeting settings, the animation does not stutter, but when idle, the characters feet lift off the ground slightly. I have tried numerous fixes like realigning the pelvis in Blender and tried to fix it in Unreal, to no avail. Any ideas why this would be happening? Thanks in advance!
None of the above is an issue caused by the addon. UE5 introduces a host of changes to retargeting with control rig built into the process. It is not so simple as UE4 anymore.
You can check out the whole process I go through to get characters working in UE5 in the playlist ruclips.net/p/PL5EVTuZGY1UYjcB1z-pvLXkTk0E0B2FRA from the video titled 'Easy rigging UE5 mannequins' onwards.
What exactly it is you need to do is hard to say but the addon only improves the bone hierarchy exported from Blender. The rest is handled engine side. Your issue can stem from any combination of the control rig, ik rig and ik retargeter being misconfigured. On top of which sometimes you must adjust character height in blueprints too.
You will also need to decide if it is worth going for a UE5 mannequin if most animation packs and assets are designed for UE4 etc.
@@RakizFarooq Thank you for the reply. I just want to note that I have done your entire playlist a few times now, I created all the mannequins etc, but this animation pack was created with the UE4_Mannequin and I used the one I made from your tutorial for it. I then click on the Anim_BP I created from the Animation Pack I purchased and retarget the assets to the Daz Model I used in Blender. I will take a look at the control rig and IK rig again to see if there are descrepancies and perhaps try the rigging with the UE5 Mannequin instead. I assumed it wasn't a UEFY issue, but you are so knowledgable I thought I'd try and see. I appreciate your input as it's given me something to look at here, and hopefully I can resolve this. Thank you again Rakiz.
wow thanks useful
im currently using metarig face bones, how come after i generated the rig it deforms the mesh successfully but after i build the unreal skeleton, the rig on the face doesn't work at all?
Only the rigify part types listed in the FAQ section of the rakiz.com/uefy are supported. At this time only faces.super_face is supported which can be used as shown in ruclips.net/video/mJUWJxBzW3Y/видео.html
Alternatively you can also build a face rig as used in the metarig of this video but you need to use parts that are supported like basic.super_copy, limbs.simple_tentacle etc
Your message doesn't really provide much detail if you are using supported rigify parts it is also possible this is simply a case weights not applied to the correct bones. Maybe you need to rename the vertex groups to transfer weights to the correct bones.
@@RakizFarooq so uhh i might've added the face bones incorrectly before. but i've fixed it and stumbled into another problem. What i'm doing now is basically i already have the metarig setup posed and all that, now i wanna add face bones, i added it using the rigify sample "faces.super_face" , aligned it to my mesh then add generate rig. after i parented the mesh to the generated rig, when i press the build unreal skeleton i found an error which says error in process_super_faces (key u_root not found).
I have tested faces.super_face with the current version of Blender and Uefy. It is working correctly for me without any errors, so there is likely an issue in how you set it up. Make sure the face bone in super_face sample is parented to the head bone in the metarig before you generate the rig.
I would suggest you start new blend file and get super_face working without any mesh details or other things to worry about. Then see what you are doing different.
@@RakizFarooq
>Make sure the face bone in super_face sample is parented to the head bone
ah that's exactly why! i'm an idiot, ok thank you so much!
Hello author, at 25:54, I clicked "TRANSFER SHAPE KEYS" and prompted "Select 2 Mesh objects to use this operator", how to solve it
At around 25:35 in Object mode I click on one mesh then Ctrl+click on the second to select two mesh objects at the same time. You have to do the same in the same order for the transfer to work.
@@RakizFarooq Hello author, I have reselected the two mesh objects as you said, but the new problem appeared " File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\uefy\extra .py", line 639, in execute
key_blocks = source.data.shape_keys.key_blocks
AttributeError: 'NoneType' object has no attribute 'key_blocks'", how to solve this?
As I said in the previous message you have to select them in the correct order as shown in the video. Select the mesh that has the shape keys first then ctrl+click the target mesh second. The target mesh will be the mesh in your final rig where you want to copy the shapekeys.
Make sure you don't have anything else selected before start this. That you are in object mode and the source mesh actually has some shapekeys to begin with.
@@RakizFarooq Thanks to the author, the problem is solved, my daz character forgot to bring the shape when exporting.
@@RakizFarooq But I have another problem. At 17:35, when I click on "Pose Character", the daz character's feet will be twisted. How to solve this?
Renaming the bones (13:17) breaks it for me. After that, when I pose, many of the bones don't work correctly for the mesh (parts of the body don't move at all or they move slower/faster than the bone's rotation, and there is unnatural stretching).
The first time I noticed that was after doing almost everything in the video, and I had to do the process again from the start and at each part I was also testing with posing multiple of the bones (hand, foot, neck, spine, head, etc.), the problem showed again after the renaming.
For example, rotating the "upperarm" didn't even move the arm of the mesh at all, and anything that moved the head (like any of the upper body, neck, or the head itself) had the eyes and the inner mouth lag behind, stretching them out of the head as a result.
Send a reply to the email with your download link and order id. Attach your blend file. I can take a look at it, likely you missed a step or did something out of order.
@@RakizFarooq I may have imported the Daz character with diffeomorphic instead of Daz To Blender (I have used both in the past and are both installed), so I will try in a new project from the start using Daz To Blender (I don't know if that's the problem). This one is quite large because I have been making armor, cloth, and accessories for my game (150+ pieces). If the problem persists, I will send you the new one.
Also, thanks for the fast reply.
This tutorial is built on the assumption that you use Daz to Blender bridge to import the character. Doing so will cause it to have specific naming convention and other defaults required for the Daz preset.
If you are importing your character a different way then you probably need to build your own preset as shown in ruclips.net/video/mg75kSkKkug/видео.html then add additional bones on top of that as shown in ruclips.net/video/v8UfX62SlI0/видео.html
I also suggest you test out the process with a simple export from Daz and not some massive character with a ton of armor and extras. If it works for the simple character it will also work for the complex one.
@@RakizFarooq thanks for the info, I will try later to make my own preset.
@@OnigoroshiZero did you have any luck with the diffeo plugin approach?
This process would work for the New UE5 Mannequins as well wouldnt you agree.
Direct support for Manny and Quinn should be is in Uefy v2.5 currently under development at the time of this writing. Yes, it will be a free upgrade.
In theory it can likely be done even now by editing the metarig and a few other changes. But you'd need a pretty solid understanding of rigify and blender to make it work. The next update should greatly simply the process for the new UE5 mannequins.