Easy rigging for UE4 Mannequin in Blender with Uefy 2.0

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Use Blender and Uefy 2.0 to quickly rig unreal mannequin for animation and export to the engine with a rigify rig in a few easy steps. Tutorial contains detailed description of how to use a blender rigged mannequin to share animations across characters.

UPDATE 3: Make sure you have at least Uefy version 2.1.4 before following this video. One bone on the right hand thumb had an incorrect roll that has been fixed. Use your existing emailed download link to get the latest version.

UPDATE 2: The preprocess functionality has been automated away. You can skip to build skeleton anytime it says to click on preprocess.

UPDATE 1: Make sure you also enable Rigify and FBX in Edit - Preferences - Addons when you install Uefy at 0:27 . This is needed for Uefy to function correctly.

Full Series Tutorials Playlist:

Video Links

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MUSIC:
Apollo - Patrick Patrikios : Youtube Music Library
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UPDATE: From Uefy 2.1 onwards the 'Preprocess' functionality has been automated away. Just skip direct to 'Build Skeleton' where the video says to click on preprocess.

RakizFarooq
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Bought your previous version of the script and found it extremely usefull. Its exciting to see you have improved it further. Congratulations on the mega grant!

flyingfox
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Hey, can you make an updated tutorial for custom characters! Thanks!

Akishaqs
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I think it would help if you explained to people *why* they have to standardize around a skeleton built in Blender. This is because Maya/FBX/UE support *per-bone* orientation information, while Blender only supports bones facing towards +Y.

The default UE4 mannequin has left leg bones that point towards -X and right-leg bones that point towards +X. Blender is not capable of preserving this information through an import/export cycle. The only solution is to build a skeleton inside Blender which has all bones in the Blender dictated orientation, and standardize on THAT rig in Unreal.

davidj
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Thanks for the video. Now I need to figure out how to export custom character from Character Creator 3 and use it with UE mannequin

DarwinTenk
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UPDATE: Make sure you have enabled Rigify addon and FBX support in Edit -> Preferences -> Addons menu shown at 0:27 . If you don't do this you will get an error when importing skeletons from the Uefy Script armature menu.

RakizFarooq
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I have a problem here, when I get to the part to retarget animations to skeleton duplicate anima assets and target, I don't have a rig to select in the left part of the window, even though I followed the instructions and did the same thing twice, the same problem appeared both times

Mejo
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Hey a question; when I try to copy and retarget the animations in UE, my skeleton only appears if I uncheck the "only show compatible skeletons". In Unreal Engine 5, my imported mesh doesnt animate properly (parts are displaced and disconnected), but in UE4.27 it works, even though it wasnt under the compatible skeleton list. Any experience with that?

kite
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I have uefy but no mannequin do I have to download it separately?

CrossPadCastle
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Followed the steps but the animations don't apply in UE4. Any tips to why this might be?

jessetomi
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Everything worked fine, but when I try to rotate (3:33) then the mesh is not moving. Only the colorful shapes, but not the shapes of the right arm:) What am I doing wrong?

techno
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Hey Rakiz, for some reason preprocess operators isn’t showing up for me.. do you know why that might be happening?

SeanieBlue
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so what about having your own character but wanting it to just work with eu5 manny animations? how do I get the manny rig on my custom character? or does one have to retarget

yoyobird
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How do i put that meanequin skeleton to another mesh to some random mesh without a bones or anything ... i canon find it anywhere can u pls help me show me some yt guide or somethim im so lost XD

ZlimAxD
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This is a really cool tool .
I can finnaly sell some models with out needing to rig it to UE4

LORDSofCHAOS
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So is this good for UE4 mannequin on blender model?

CreativeOven
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Hey there! I'm trying to use this with a character rigged directly to the mannequin skeleton and the only difference is they have eye bones. Adding those bones at the Metarig stage seems to give the error "mmd_bone does not support UI data" at the generate rig stage. I just want to quickly make the mannequin rig with added eyes, is that possible? :)

XandraD
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Hallo, if i have a little bit different skeleton, without fingers, can i make my mesh in ue4 mannequin skeleton and then import this mesh in my game and use all ue4 skeleton animations? I want to use just one skeleton for all my characters. Thank you for your great plugin. You are awesom!

TheMycoma
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Hi, I've just got your nice tool but I ran into a problem. I used the Mannequin Metarig on a smaller character of 80cm with 3 fingers, thats the only difference i can see from your video. I scalled down the Mennequin Metarig to the appropriate size and apply all transforms to fit my modeled and modified the positions of bones to fit the proportion of my Character mesh. When I click on Generate Rig everything seems fine and all the splines are at the right spot and IK and stuff looks like its working then I go to the next step and Build skeleton and it seems to calculate then when its over i move part of the Rig and the mesh is just not bending with it. there is no weight or no deformation to the mesh... any idea why?

xdeschenes
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How to solve the problem? The hands of the skeleton on the rig go far beyond the hands of the mannequin

stoyandimitrov