This feels like a lot of work done behind the scenes, quality stuff. Would you like to also add some tutorial on how to skin a character to this skeleton and how to import it in unreal if this is possible? If it is not possible, it means that we should just do the animations in blender, export them to manny in ue, then retarget the animations to our character? Cheers!
@@unrealwhispers thank you very much for the recognition! Both approaches you mentioned are possible, you can weight paint the character you want in Blender or in Unreal with the new weighting tools or just retarget any skeleton. I think weighting comes with a better result, by the moment I’m using the Mannequin as a placeholder for prototyping my game and intend to later put my own mesh on it. I can work in a tutorial later, again, thank you for the feedback!
@@unrealwhispers once you have a character rigged/weighted to the Unreal skeleton you can use not only the animations you created but any animations for the Mannequin from the Marketplace or Anywhere
Thanks for this awesome rig, you've definitely made something very powerful! I am having a slight issue though, if I make a simple animation where the hips move up and down on the Z axis and import that into UE5, there's a little bit of jiggle in the feet bones. They are planted on the ground in Blender 4.2, but something is a bit off when they get to Unreal. I had a similar issue in a previous rig that I had made which had some hierachy issues and feedback loops. The animation would always be solid in Blender but a bit jiggly when imported into Unreal. Is this an issue that you have experienced at all? Thanks again for all your effort!
@@gmangarth thank you for the feedback! I’ll try to reproduce the same error, I had a similar with the arms wich I solved by controlling IK stretching in the Blender Translated Skeleton, this may help
@@cjmlima_art You're a legend! I'll have a fiddle around too. I do notice that disabling the Stretch To and Limit Scales modifiers on the IK_LegLength_L / IK_LegLength_R bones on the IK Helper Rig, the feet begin to slide similarly to how they look when imported into Unreal. This is with a simple looping animation of lowering the pelvis and tilting it forward as it lowers
@@cjmlima_art Do you have a GumRoad or Blender Market page? With the high quality of this, it's something I would definitely pay for. I'm not sure the legality of selling something with the Manny mesh in it, but your rig is a huge time saver and the best out there I think!
thank you!
You’re welcome! 😁
❤❤❤❤❤❤❤
@@topgunmaverick9281 ❤️
This feels like a lot of work done behind the scenes, quality stuff.
Would you like to also add some tutorial on how to skin a character to this skeleton and how to import it in unreal if this is possible?
If it is not possible, it means that we should just do the animations in blender, export them to manny in ue, then retarget the animations to our character?
Cheers!
@@unrealwhispers thank you very much for the recognition! Both approaches you mentioned are possible, you can weight paint the character you want in Blender or in Unreal with the new weighting tools or just retarget any skeleton. I think weighting comes with a better result, by the moment I’m using the Mannequin as a placeholder for prototyping my game and intend to later put my own mesh on it. I can work in a tutorial later, again, thank you for the feedback!
@@unrealwhispers once you have a character rigged/weighted to the Unreal skeleton you can use not only the animations you created but any animations for the Mannequin from the Marketplace or Anywhere
@@cjmlima_art Thank you so much for the reply, very much appreciated! Good luck with your game and your good hard work!
Thanks for this awesome rig, you've definitely made something very powerful! I am having a slight issue though, if I make a simple animation where the hips move up and down on the Z axis and import that into UE5, there's a little bit of jiggle in the feet bones. They are planted on the ground in Blender 4.2, but something is a bit off when they get to Unreal. I had a similar issue in a previous rig that I had made which had some hierachy issues and feedback loops. The animation would always be solid in Blender but a bit jiggly when imported into Unreal. Is this an issue that you have experienced at all?
Thanks again for all your effort!
@@gmangarth thank you for the feedback! I’ll try to reproduce the same error, I had a similar with the arms wich I solved by controlling IK stretching in the Blender Translated Skeleton, this may help
@@cjmlima_art You're a legend! I'll have a fiddle around too. I do notice that disabling the Stretch To and Limit Scales modifiers on the IK_LegLength_L / IK_LegLength_R bones on the IK Helper Rig, the feet begin to slide similarly to how they look when imported into Unreal. This is with a simple looping animation of lowering the pelvis and tilting it forward as it lowers
@@gmangarth thank you again, that's nice, I'll try to figure out how I can improve the rig based on this
@@cjmlima_art Do you have a GumRoad or Blender Market page? With the high quality of this, it's something I would definitely pay for. I'm not sure the legality of selling something with the Manny mesh in it, but your rig is a huge time saver and the best out there I think!