You're the GOAT, JIm. You have no idea how much your plugin has helped me in my game development! You have my eternal gratitude. The world needs more devs like you.
@@JimKroovy is there any change, to export a Daz Bone Structure, reworket in blender 279 to unreal ,without misrotatet bones ? unreal cant handle this Armature in Raytarget. This is the Problem, i am searching a solution for. Unreal Mannequing is not interesting to me.
It's hard to keyframe the ControlRig in UE and tweak the mocap data at least for now, animating in Blender then export to UE is still a better choice for me to do cinematic stuff, I've used a lot of tools establishing the animation stage between UE and Blender, and the Mr Mannequins tools was the winner, I'm glad to see the evolution of my daily tool.
I would say it's far superior to UE to Rigify, but that's because Rigify is not so great for many things. Send To Unreal actually has more advanced support for exporting than Mr Mannequins does at the moment ; )
Thank you for making this plugin, I was really confused with how the heck to make animations on a sk mesh I don’t appear to be able to import into animating software, this was helpful. I really hope your motivated to fixing some bugs as well, because I think I encountered a few. spine_03 doesn’t seem to have its keyframes exported, because when I import it to unreal, the spine_03 is motionless despite it showing the key frames working in blender and every other bone exported perfectly. And some other strange import/export errors.
Good job. Unfortunately I am s*ck at character animation, so I am using Mixamo animations for my UE project. I just wanted to tweek these Mixamo animations, by your tool. So I downloaded Mixamo animation, converted it with UE mixamo converter (as usually), imported it to Blender, then I retargeted mixamo armature with help of Rokoko plugin into Mr Mannequin armature... Despite of fact that both armatures should be +- identic, this workflow not working properly. The bones are not rotated in right direction, so the animation is not playing properly. Could you cover this workflow in your next video? I think, this workflow should help a lot of people struggling with animations.
Awesome add-on! Wonder if anyone could point me to a base tutorial on how to work with these controls (red ball, greed circles, etc) basically, a 'for dummy' type of guide so that I could understand the best practice of doing a posing like from 2:16 , which is too fast to follow for me. thank you!
i try to export just a part of my animatiion like frame 30 until 55 but when i export it and import it in unreal all of my frames are exported and rhe duration of start and end in blender timeline didnt effect on export
Holy crap dude, this is freaking incredible!!! I’m buying this tonight when I get home. Do you cover rigging customs characters, what’s that look like for this? Is it rig for mannequin > retarget in unreal? I’ve had such a pain of a time getting my stylized character to play nice with manny’s anims :/
Why thank you good sir, rigging customs is fairly easy to do but i haven't done a guide for it yet, giving customs the UE4 mannequin skeleton is also possible, i can take any humanoid and put it on the mannequins skeleton in Blender, no retargeting in Unreal needed! ... but i haven't finished testing that code for other people to start using yet, should be ready within a week or two, then it will need a solid guide video too : )
@@ShoryYTP Yeah coming soon, i've got to show people how to use a few things that come with Mr Mannequins first then it's on to the custom character support : )
Could you please give a example about how to import a exiting animation FBX(base on UE4 Mannequins Skeleton) , edit it and export ? I'm trying to do this but the mr.mannequin just freezed after import and bake animation sequence.😟(the imported animation is playing fine.) Thank you very much!
Um, hi, Blender newbie here. I don't understand how to install this add-on. I go to preferences-->add-ons-->and search the file I downloaded. I see a bunch of .py files but I'm not sure if that's what I'm supposed to install. So I clicked around and it added "Armatures: B.L.E.N.D - Armature deform controls" as well as rigging modules. I clicked on their boxes and restarted Blender, but when I go to add on the layout I don't see an option for "Mr. Mannequin's templates". Can someone tell me what I'm doing wrong? *Edit: Figured it out, for anyone else new to Blender, when you install add-ons don't unzip the zip file as you normally would, just click on the zipped file and Blender will take care of the rest.
Can't wait to use these tools! However, I'm finding that when I add the mannequin template to my scene (Blender 2.93), the spine controls do not seem to be included? I see the three bones (that don't seem to affect anything), but no red balls or spine spline. Is there something I'm missing? Something I need to turn on? In the videos I've watched, these were visible immediately without any futzing, so I'm wondering what I should try next.
This is an issue i'm aware of and i'm currently patching, it's something to do with a collection being selected when the template gets added to the scene i think... It will be fixed soon, hopefully within the next week or so : )
Thank you very much! The controls look super techy BTW :) Will there be an option to load our own control shapes? Thanks for an amazing addon! Wil support you on gumroad once I get the hang on how this all works.
Amazing Job, well done! Do you plan on supporting "customizing" the Mannequin? I think the ART tools info for Maya have something like that. What I mean is for quickly prototyping different proportions for your game character but all of a similar style, while supporting all the magic you do with Mr. Mannequin.
Yeah, the mannequin templates will be easily editable to fit other proportions in 1.5 as well as having the ability to retarget any humanoid to the epic skeleton : )
@@JimKroovy Hi, I'm from the year 2022. Did you ever finish v 1.5? I only see 1.4 at Gumroad. Thank you. "mannequin templates will be easily editable to fit other proportions in 1.5." I'm working on a female character that is slightly different proportions than UE4 female bot. So editing proportions would be very helpful.
@@kenalpha3 Yeah i'm working on 1.5 at the moment, i have a fulltime job now though so things are happening more slowly but the tools are getting proper testing at my work ☺
hey, I don't have any control over the FK, that part of the menu isn't there and only the ik controller works, any tips? (edit: found it, it's in "rigging modules" the little clock icon on the right of the chain (opposable) upperarm rows.)
Sort of, the rigging itself can be added to any armature, but might not be compatible with the Mannequin anymore. I have several short guide videos for doing that coming in the next week or so. Then I have another update for the add-on coming fairly soon that will enable retargeting to and from any character and i'll be doing several videos on how to put any humanoid onto the UE4 mannequins skeleton using my tools : )
Hi Hiraghm, the way you usually use the mannequin is by creating and exporting animations to be used in Unreal by any skeletal mesh that uses the thirdpersoncharacter(ue4 by short) skeleton. If you have an unrigged mesh you can rig it with rigify and with other addons you can convert it to a ue4skeleton, there are tons of guides online about this topic. Otherwise the way you manually do it is by parenting the skeleton rig to your mesh and then weight paint bone by bone! hope it helped a little!
Thanks for making this tool. Unfortunately, I running into some trouble using it. In your video around 1:23, under "Control Bones", your settings and controls menu is not appearing for me. I am using Blender version 3.4. "Control Bones" has now been changed to "Rigging Modules". I'm not sure if that has something to do with it.
Sir, it is amazing and a game changer for even for those using UE for making short Film. I'm poor enough to buy one motion capture suit but you give us a new hope as with your new addon animation and exporting to UE are piece of cake. But I somehow wondering, how could I use your rig in my own character without retargeting in UE. Can you please give me link of any of your tutorial on this?
Just me or anybody else having problems adding the skeleton? it gives me errors and it doesn't load the mesh, i read the readme and followed all the instructions possible, many tries and yet i can't figure why. it gives me errors on the lines 376, 225, 118 i suspect there are some missing files in the download zip maybe? Last line is: "location: :-1"
The new mannequins yes working on it now! It's not a new plug-in though, the same code works just fine. Metahumans maybe, i very rarely use metahumans myself as they aren't that great and they are a bit more complex to deal with 😅
Hey Jim very nice work. I wonder if you could help me with making the mannequin use imported animations from UE. I already have the animations imported into blender, but I'm having trouble using the Pose Library. Thanks.
I probably can, but I just got into bed so it can't be until tomorrow, do you have Discord? It's much easier to help there than in RUclips comments : )
My DMs are pretty much constantly flooded so could you join the Mr Mannequins discord server? discord.gg/wkPZJaH Other people might be able to help as well if i'm busy in the future ; )
You don't really need to use the mannequin mesh from Blender as you can import directly to the mannequins skeleton and use the original mesh see the video at: 03:07 - Import To Unreal A custom, freshly imported mesh simply will not of had it's materials assigned yet in UE as doing that is beyond the scope a Blender add-on. (I do not want to mess around calling scripts in Unreal from Blender).
For some reason, whenever I export it gives a weird error for some reason. like a window full of weird code error and the model increases and becomes deformed. All I did is retarget pre made animations on the model and they look really good in blender, exporting is the problem. I retargeted using Rokoko's plug in for blender which makes retargeting really easy.
Usually export errors are caused by outdated Blender installations, make sure you are using Blender 2.93 ; ) If that doesn't help I'm sorry but i cannot support other add-ons, i don't use Rokoko as I have my own retargeting solutions which will be added to Mr Mannequins in v1.5.
@@JimKroovy I still get the same problem even with my own made animations, I used the latest version of blender btw. I made another reply with a link to a screenshot but it must've been deleted by youtube cuz it had a link and looked like a spam reply for that. I'm sure you can still see it. I might be missing something here. you know any reason why it wouldn't export and would change the size of the mesh instead ?
@@MalekRockie I'm sorry but I really cant give proper support in RUclips comments. I need to be able to see the error code so you would have to join the Discord server or something.
I can get to the icon where it says "I want this", but clicking results in nothing. Looked at my DL's and nothing there. Thanks for the extension, hopefully I can get it to work in the near future.
What side menu? It doesn't use the toolbar menu if that's what you mean, all the settings are integrated with Blender... Add-ons that cram everything into that one tiny box are doing it wrong lol
@@JimKroovy Oh right... I wanted to start animation but all the tutorials I watch it tells me to go on the tool bar on the top right hand side where it’s says Item, Tool, view etc
@@baptiste_boo The add-on used have it's own toolbar, but almost every single Blender add-on out there uses it so it gets very cluttered, i moved everything into the armatures data properties, and put the export operator into file > export. I think this video shows where everything is now.
TLDR; Not easily but yes and the next update will make it much easier and there will be guides for how to do it : ) 101 people ask me this every single day, custom characters are more complicated than the average person expects but it is very possible (i can get a horse onto the UE mannequin!). If your character is built specifically for the mannequin then it's as easy as making sure all the scaling is applied then switching the armature modifiers target to my templates armature... If it is a character with its own proportions or a different rest pose then the current process is tricky to get right so i'm not supporting it yet as i'm not a private tutor and it takes a long time to explain all the nuances. I'm about to do a patch for the add-on (1.4.9) that should make doing custom characters easier, and then when i get the time update 1.5.0 will have full support for retargeting anything you like onto the mannequin. Hope that helps a bit!
any way of adding custom bones to this? I mean it works but it only exports the UE4 rig bones and it doesn't include the ones I added so is there any way to make them export as well?
@@JimKroovy sooo I tried doing it I went into edit mode and added my two bones clicked "add deforms" with selected only enabled but after exporting it the bones weren't there anyway
It's very hard to do support on RUclips comments... I need the Blender version, the add-on version and possibly even screenshots in order to be able to help ; ) Did you try checking the new "DEF_" version of the bones were created and parented correctly in the deform hierarchy?
I would need to see those errors to see what's wrong, do you have Discord? EDIT: 9 times out of 10, errors full of Python are because people tried to install the source code instead of a released version...
As usual, RUclipss transcoding has trashed the 1080p version... Try watching in 2k or 4k!
It doesn't allow me to switch to 2k or 4k =( But still, a great video and a great addon! Huge thanks for making blender to unreal life easier
You're the GOAT, JIm. You have no idea how much your plugin has helped me in my game development! You have my eternal gratitude. The world needs more devs like you.
This is actually THE best Blender addon. Nothing can top this. Thank you so much for this massive workflow improvement
Magic, I don't understand how someone can pull this great stuff off other than magic.
I wanted an easy rigged mannequin I could use to pose it holding my modelled props. This goes way beyond and it works like a charm. Thank you so much!
Nicely done as always Jim
you're a legend man!
Yassssss !!! Will be tinkering with this JEM all day!! Thank you sooooo much !! Can't wait to see all the new bells and whistles, you rock!
dude this is hugeb we are in your debt many thanks
Can't express my gratitude enough!
Absolutely fantastic addon. I will definitely use it. Thank you for sharing it for free, you are a legend!
This is sick man, just getting into the Blender w/ UE workflow and I know this going to save so much time.
Sending hugs & appreciation Jim. This looks sublime!
holy shit this is amazing, this is exactly what Ive been wanting thank you
Awesome man! Looking forward to watching the video about import settings.
I need to do a short video about a certain control bone add-on first though ; )
@@JimKroovy That sounds exciting :P
@@JimKroovy is there any change, to export a Daz Bone Structure, reworket in blender 279 to unreal ,without misrotatet bones ?
unreal cant handle this Armature in Raytarget. This is the Problem, i am searching a solution for. Unreal Mannequing is not interesting to me.
This is legendary. Thank you so much!
Thx for the mail and the explanation-video! Love your work!
It's hard to keyframe the ControlRig in UE and tweak the mocap data at least for now, animating in Blender then export to UE is still a better choice for me to do cinematic stuff, I've used a lot of tools establishing the animation stage between UE and Blender, and the Mr Mannequins tools was the winner, I'm glad to see the evolution of my daily tool.
All hail Jim, dude you're amazing, thanks
This man is doing gods work making this a free addon, We need more people like you, you dont know how amazing and helpful this really is
Great work Jim, and nicely presented as usual ;)
Thanks 2 tons for these amazing plugins and your existence!
Good job as always brother! :)
Truly perfect. Just what I needed. I'll be throwing you a few bucks. Cheers.
i am so glad that i found this video you are amazing man
Nice one Jim!!
Groovy kroovy
your a legend
this is simply amazing! Thank you so much!
You are an absolute legend
Its working!! amazing wow
Doing the Devil's work - so we don't have to. Fantastic stuff.
Thank you very much that helped a lot
Amazing Jim your addon is far superior to the UE addon!
I would say it's far superior to UE to Rigify, but that's because Rigify is not so great for many things. Send To Unreal actually has more advanced support for exporting than Mr Mannequins does at the moment ; )
Looks great
Thank you for making this plugin, I was really confused with how the heck to make animations on a sk mesh I don’t appear to be able to import into animating software, this was helpful. I really hope your motivated to fixing some bugs as well, because I think I encountered a few. spine_03 doesn’t seem to have its keyframes exported, because when I import it to unreal, the spine_03 is motionless despite it showing the key frames working in blender and every other bone exported perfectly. And some other strange import/export errors.
love ur work !
nice. thank you
Much Awesome. Much Good. Much Happy.
Good job. Unfortunately I am s*ck at character animation, so I am using Mixamo animations for my UE project. I just wanted to tweek these Mixamo animations, by your tool. So I downloaded Mixamo animation, converted it with UE mixamo converter (as usually), imported it to Blender, then I retargeted mixamo armature with help of Rokoko plugin into Mr Mannequin armature... Despite of fact that both armatures should be +- identic, this workflow not working properly. The bones are not rotated in right direction, so the animation is not playing properly. Could you cover this workflow in your next video? I think, this workflow should help a lot of people struggling with animations.
Please listen to this man, he speaks the truth
Did you find a workflow?
Oh my gods, thank you.
I import animation from Mr mannequin to blender. I can play but can't modify his actions. What should I do?
could you show how to make weapon animations with it?
Thank you very much.
Great. good job, will try it
How do you add a weapon and use it as IK handles for the hands using a rig like this?
This is so nice! Is the addon compatible with the UE5 mannequin too?
100% compatible
holy moly
Awesome add-on!
Wonder if anyone could point me to a base tutorial on how to work with these controls (red ball, greed circles, etc)
basically, a 'for dummy' type of guide so that I could understand the best practice of doing a posing
like from 2:16 , which is too fast to follow for me.
thank you!
i try to export just a part of my animatiion like frame 30 until 55 but when i export it and import it in unreal all of my frames are exported and rhe duration of start and end in blender timeline didnt effect on export
gonna spam the discord with showcases 😁
Having an issue where the spine and neck are way too high when I import them to unreal
is there a 5.1 version maybe ? thnx
Can I import an animation that I already have in UE5 and transfer it to the mannequin to edit it? Thank you.
Hi can you help me pls I get an error while importing that multiple bones were found we only support single
Can you tell me the control bones category is not visible in my workspace so i can change into FK
Holy crap dude, this is freaking incredible!!! I’m buying this tonight when I get home. Do you cover rigging customs characters, what’s that look like for this? Is it rig for mannequin > retarget in unreal? I’ve had such a pain of a time getting my stylized character to play nice with manny’s anims :/
Why thank you good sir, rigging customs is fairly easy to do but i haven't done a guide for it yet, giving customs the UE4 mannequin skeleton is also possible, i can take any humanoid and put it on the mannequins skeleton in Blender, no retargeting in Unreal needed! ... but i haven't finished testing that code for other people to start using yet, should be ready within a week or two, then it will need a solid guide video too : )
@@JimKroovy whoa, thanks a ton, I’ll be staying tuned! 👍🏻
@@JimKroovy Any updates on rigging custom characters?
@@ShoryYTP Yeah coming soon, i've got to show people how to use a few things that come with Mr Mannequins first then it's on to the custom character support : )
@@JimKroovy Any updates on rigging custom characters?
how to make yellow circle on floor sir?
This seems cool but my template wont load it brings up multiple errors
Exporting is fine, but what if I want to reimport a mr man animation to edit it? I can't find a way to do that and keep the control rig
Could you please give a example about how to import a exiting animation FBX(base on UE4 Mannequins Skeleton) , edit it and export ?
I'm trying to do this but the mr.mannequin just freezed after import and bake animation sequence.😟(the imported animation is playing fine.)
Thank you very much!
Did you find an answer?
Um, hi, Blender newbie here. I don't understand how to install this add-on. I go to preferences-->add-ons-->and search the file I downloaded. I see a bunch of .py files but I'm not sure if that's what I'm supposed to install. So I clicked around and it added "Armatures: B.L.E.N.D - Armature deform controls" as well as rigging modules. I clicked on their boxes and restarted Blender, but when I go to add on the layout I don't see an option for "Mr. Mannequin's templates".
Can someone tell me what I'm doing wrong?
*Edit: Figured it out, for anyone else new to Blender, when you install add-ons don't unzip the zip file as you normally would, just click on the zipped file and Blender will take care of the rest.
Thanks!😅
@@xixi9765 No problem lol
Looks great. Are we able to rig our own meshes with this?
Yeah, i just haven't done a guide for doing that yet :)
Can't wait to use these tools! However, I'm finding that when I add the mannequin template to my scene (Blender 2.93), the spine controls do not seem to be included? I see the three bones (that don't seem to affect anything), but no red balls or spine spline. Is there something I'm missing? Something I need to turn on? In the videos I've watched, these were visible immediately without any futzing, so I'm wondering what I should try next.
This is an issue i'm aware of and i'm currently patching, it's something to do with a collection being selected when the template gets added to the scene i think... It will be fixed soon, hopefully within the next week or so : )
@@JimKroovy good to know! I'll see if I can find a workaround in the meantime, then. Thank you so much for the swift response!
How do you actually install it though?
Could you please make some tutorial about using skeletal mesh weapon and using it with your rig to make and export animations for hands and gun?
How to use it for another skeleton than the mannequin?
Thank you very much! The controls look super techy BTW :) Will there be an option to load our own control shapes?
Thanks for an amazing addon! Wil support you on gumroad once I get the hang on how this all works.
Yeah i'll be setting up some more custom shape options so people can use their own or a few other default styles in the future : )
@@JimKroovy Thanks!!
Amazing Job, well done!
Do you plan on supporting "customizing" the Mannequin? I think the ART tools info for Maya have something like that.
What I mean is for quickly prototyping different proportions for your game character but all of a similar style, while supporting all the magic you do with Mr. Mannequin.
Yeah, the mannequin templates will be easily editable to fit other proportions in 1.5 as well as having the ability to retarget any humanoid to the epic skeleton : )
@@JimKroovy Good stuff :)
@@JimKroovy Hi, I'm from the year 2022. Did you ever finish v 1.5? I only see 1.4 at Gumroad. Thank you.
"mannequin templates will be easily editable to fit other proportions in 1.5." I'm working on a female character that is slightly different proportions than UE4 female bot. So editing proportions would be very helpful.
@@kenalpha3 Yeah i'm working on 1.5 at the moment, i have a fulltime job now though so things are happening more slowly but the tools are getting proper testing at my work ☺
hey, I don't have any control over the FK, that part of the menu isn't there and only the ik controller works, any tips? (edit: found it, it's in "rigging modules" the little clock icon on the right of the chain (opposable) upperarm rows.)
Pardon my ignorance, but can the skeletal rig be used with meshes other than Mr Mannequin?
This would interest me too
Sort of, the rigging itself can be added to any armature, but might not be compatible with the Mannequin anymore. I have several short guide videos for doing that coming in the next week or so.
Then I have another update for the add-on coming fairly soon that will enable retargeting to and from any character and i'll be doing several videos on how to put any humanoid onto the UE4 mannequins skeleton using my tools : )
Yes.
@@JimKroovy thank you! looking forward to it!
Hi Hiraghm, the way you usually use the mannequin is by creating and exporting animations to be used in Unreal by any skeletal mesh that uses the thirdpersoncharacter(ue4 by short) skeleton.
If you have an unrigged mesh you can rig it with rigify and with other addons you can convert it to a ue4skeleton, there are tons of guides online about this topic.
Otherwise the way you manually do it is by parenting the skeleton rig to your mesh and then weight paint bone by bone! hope it helped a little!
Can I upload my own pose? I need to work from the Idle animation pose.
For some reason I can't seem to find my Exported meshes, no matter where I export them, Any idea ?
same
same
best
Great Tutorial thanks! I'm a beginner and when I move Mr Mannequin's foot it seems to come off, how do I avoid that?
Thanks for making this tool. Unfortunately, I running into some trouble using it. In your video around 1:23, under "Control Bones", your settings and controls menu is not appearing for me. I am using Blender version 3.4. "Control Bones" has now been changed to "Rigging Modules". I'm not sure if that has something to do with it.
Excuse me, how does the 1.4 version quickly add weapons to the slot?
Sir, it is amazing and a game changer for even for those using UE for making short Film. I'm poor enough to buy one motion capture suit but you give us a new hope as with your new addon animation and exporting to UE are piece of cake. But I somehow wondering, how could I use your rig in my own character without retargeting in UE. Can you please give me link of any of your tutorial on this?
Soon, i have some retargeting logic for the add-on Blender side which should hopefully be able to automate a lot for custom characters : )
@@JimKroovy Thank you.
Just me or anybody else having problems adding the skeleton? it gives me errors and it doesn't load the mesh, i read the readme and followed all the instructions possible, many tries and yet i can't figure why.
it gives me errors on the lines 376, 225, 118
i suspect there are some missing files in the download zip maybe?
Last line is: "location: :-1"
I'm really sorry, there was a bug in the .zip i uploaded, re-download and try again : )
@@JimKroovy Thank you Jim! Worked like a charm!
Glad i was able to report it in time!
Hi, do You plan on making similar plugin with the new UE5 Mannequin or Metahumans?
The new mannequins yes working on it now! It's not a new plug-in though, the same code works just fine.
Metahumans maybe, i very rarely use metahumans myself as they aren't that great and they are a bit more complex to deal with 😅
@@JimKroovy you are the GOAT
Do someone know how to edit or create animations for the Advanced locomotion system V4? i'm stuck!!! :(
Hey Jim very nice work. I wonder if you could help me with making the mannequin use imported animations from UE. I already have the animations imported into blender, but I'm having trouble using the Pose Library. Thanks.
I probably can, but I just got into bed so it can't be until tomorrow, do you have Discord? It's much easier to help there than in RUclips comments : )
@@JimKroovy Awesome, no worries :) Just hit me up when you can vtx#0906 thanks
My DMs are pretty much constantly flooded so could you join the Mr Mannequins discord server? discord.gg/wkPZJaH Other people might be able to help as well if i'm busy in the future ; )
Sweeeeeeet
How would you get the First person arms?
why does the left arm move when i click away from it?
I have no idea, i can't really do support in RUclips comments : p
please include me *always* in your mailing list :D Ring for notification, i'm excited on your live
why when i import the mesh does it have a black and grey checkered pattern instead of the usual mannequin colour?
You don't really need to use the mannequin mesh from Blender as you can import directly to the mannequins skeleton and use the original mesh see the video at: 03:07 - Import To Unreal
A custom, freshly imported mesh simply will not of had it's materials assigned yet in UE as doing that is beyond the scope a Blender add-on. (I do not want to mess around calling scripts in Unreal from Blender).
For some reason, whenever I export it gives a weird error for some reason. like a window full of weird code error and the model increases and becomes deformed.
All I did is retarget pre made animations on the model and they look really good in blender, exporting is the problem. I retargeted using Rokoko's plug in for blender which makes retargeting really easy.
Usually export errors are caused by outdated Blender installations, make sure you are using Blender 2.93 ; )
If that doesn't help I'm sorry but i cannot support other add-ons, i don't use Rokoko as I have my own retargeting solutions which will be added to Mr Mannequins in v1.5.
@@JimKroovy I still get the same problem even with my own made animations, I used the latest version of blender btw. I made another reply with a link to a screenshot but it must've been deleted by youtube cuz it had a link and looked like a spam reply for that. I'm sure you can still see it. I might be missing something here. you know any reason why it wouldn't export and would change the size of the mesh instead ?
@@MalekRockie I'm sorry but I really cant give proper support in RUclips comments. I need to be able to see the error code so you would have to join the Discord server or something.
This is amazing! Thank you. Can I ask you, can you use this with mocap data?
Potentially, i don't do that much with mocap but i know people that use rokoko with it : )
@@JimKroovy well that’s great to know, my rokoko suit should be here next month.
bro how to ad the addon
Does this support motion capture at all?
Maybe? It depends on the use case, you could take a motion capture animation for the UE4 mannequin and get this playing it fairly easily though
@@JimKroovy Can you do a video showing how to connect a mocap to Mr. Mannequin? I will try myself also and keep you posted.
@@nu-beings Once i've got the character retargeting code implemented over the next couple of weeks i will for sure : )
@@JimKroovy I wish I could help!
its not working dude :(
can u halp me??
The Download for your extension does not seem to be working.
Where are you downloading from?
@@JimKroovy the link provided to gumroad.
@@davidgread511 I tested it and it's working just fine for me, it downloads the .zip file without issues here 😅
@@JimKroovy strange. I'll try it again
I can get to the icon where it says "I want this", but clicking results in nothing. Looked at my DL's and nothing there. Thanks for the extension, hopefully I can get it to work in the near future.
I love you
What blender versions do you recommend for this addon?
2.93 at the moment, I'm doing a patch for 3.0+ very soon
nao es ta filcionaodo na versao 2.93
id love to use this add on however its not showing up on my side menu, can you help?
What side menu? It doesn't use the toolbar menu if that's what you mean, all the settings are integrated with Blender...
Add-ons that cram everything into that one tiny box are doing it wrong lol
@@JimKroovy Oh right... I wanted to start animation but all the tutorials I watch it tells me to go on the tool bar on the top right hand side where it’s says Item, Tool, view etc
@@baptiste_boo The add-on used have it's own toolbar, but almost every single Blender add-on out there uses it so it gets very cluttered, i moved everything into the armatures data properties, and put the export operator into file > export.
I think this video shows where everything is now.
is there a way to work with a custom character i have?
TLDR; Not easily but yes and the next update will make it much easier and there will be guides for how to do it : )
101 people ask me this every single day, custom characters are more complicated than the average person expects but it is very possible (i can get a horse onto the UE mannequin!). If your character is built specifically for the mannequin then it's as easy as making sure all the scaling is applied then switching the armature modifiers target to my templates armature... If it is a character with its own proportions or a different rest pose then the current process is tricky to get right so i'm not supporting it yet as i'm not a private tutor and it takes a long time to explain all the nuances.
I'm about to do a patch for the add-on (1.4.9) that should make doing custom characters easier, and then when i get the time update 1.5.0 will have full support for retargeting anything you like onto the mannequin.
Hope that helps a bit!
@@JimKroovy thank you so much the reply! I just got into animation for ue4 anf this tool is godsent for me also thanks for your hard work!!
any way of adding custom bones to this? I mean it works but it only exports the UE4 rig bones and it doesn't include the ones I added so is there any way to make them export as well?
Yes you just need to register them with the deform hierarchy, i did a little guide for it in my discord servers "guides" channel
@@JimKroovy thanks!
@@JimKroovy sooo I tried doing it
I went into edit mode and added my two bones
clicked "add deforms" with selected only enabled but after exporting it the bones weren't there anyway
It's very hard to do support on RUclips comments... I need the Blender version, the add-on version and possibly even screenshots in order to be able to help ; )
Did you try checking the new "DEF_" version of the bones were created and parented correctly in the deform hierarchy?
@@JimKroovy by the looks of it the bones aren't being created at all
I pressed export like in the video and i got pythin errors all over the screen
I would need to see those errors to see what's wrong, do you have Discord?
EDIT: 9 times out of 10, errors full of Python are because people tried to install the source code instead of a released version...
I am having the same issue