You have officially saved me by making this video thank you :) Btw one thing, you wouldn't happen to know how make ur character not deform like crazy once retargeting has finished loading by any chance?
@@CGDive have you used this with the ai video from rokoko? I'm getting pretty good results with this method you taught us, but there still seems to be some goodness to the rig. I am using accurig to rig and then rokoko ai video for the animation. Literally Zero guides online about this workflow. Maybe there is a better workflow?
Hey! Thank you for the great tuto! Quick question, will this work even if I have used the riggify rig with the face bones? Since the animation that you're retargeting from seems to not have any facial animation... Also, did you use an animation from Mixamo, and if no, will it works if I use Mixamo anim? :) Thanks again for all the good info! Very appreciated!
Hi. Yeah, it will work even if you have a face rig. Or fingers as I said in the video. Any attachments are fine as long as the base is the same. The mocap in the video was mixamo. Any mocap data can be used. The process is the same :)
hey i have rigges robot model..i tried this but some parts of my robot going wrong location..only head chest and foot stays in correct position..my rigging is perfect no mistake..what could be the solution?
I dont know why but my spine_fk.001 bone(which should control lower body) is controlling upper body. My rigify was converted from daz armature rig so, maybe that played a role.
Yes, this can be changed from the Rigify settings. DAZ probably sets it up like that. However, in the default Rigify preset the bahaviour is as shown in the video. :)
Awesome tutorial, Quick question though. After retargeting my animation my model ended up having some issues with polygons where it expanded out some verts around the character creating a weird distortion. I though maybe it had something to do with the vertex groups but no clue on a solution?
Awesome tutorial as always. What is rokoko addon retarget automatic bone pairing based on ? Does naming help if say I am retargeting from self made armature ?
Hi. I don't know how rokoko finds bone pairs so it's hit and miss. I just accept that I will have to do some manual pairing. Exporting a preset can be useful if you plan to use your custom rig often.
Excellent tutorial but I tried retargeting the rig exported from Rokoko Studio to my rigify rig and it didn't work. My rigify rig just goes haywire. I tried almost 20 times and finally on the verge of giving up.
Sounds like you're asking for help but you're not even giving me a straw to grasp at even if I wanted to help. For now all I can say is, sorry to hear it didn't work.
@@CGDive Sorry but the problem is so specific I am not sure we can communicate properly through chat. Thanks for replying fast though. I am a big fan of yours.
Hi CGdive, I think the retargeting breaks if Rigify skeleton is scaled from 1 before the retargeting operation. Can you kindly check and if the error is reproduced, can you come up with a solution? Thanks! In a big project, we always have to scale the armature according to project needs and it can be a big problem and the retargeting fails due to scaling.
hello, I retarget mixamo animation to my custom rigify character whith rokoko addons in blender. the number of my character's spine are less. After I've done the retarget, my character always has his head down. Any help or suggestion would be appreciated.
Great video, it work so good for my character. One doubt about targeting bones, now there are new bones from the reference to target: *RightLegRoll, RIghtUpLegRoll, RightArmRoll and RighForeArmRoll*. Are the targets of those bones the "tweak" bones? For example, For RightArmRoll upper_arm_tweak.R, for RightForeArmRoll forearm_tweak.L Thank you very much for this helpful videos.
The Rokoko addon is often broken, unfortunately. There are other addons but you can try the Heat bridge. Download it from the link below (download heat bridge), UNZIP IT, and find the Blender Plugin zip file inside. Do NOT unzip this one and install it like a regular addon. Once installed it will contain many features but the one you want is Heat Retargeting. It is a clone of the Rokoko one so it should work the same way. heat.tech/downloads
I'm using Blender 3.5 and I imported a rig into Blender using FBX and I have watched every video and nothing is working for me to make the bones that are sticking out to disappear and the bones wont attach to the mesh.
is there a way to save bone list? every time i doing new retargeting my bone list reset and i need to choose bones again. Save CustomNamingSchemes seems do nothing
Great video, but did not work for me. I created my project on Blender 3.6, then when i tried to go back to 3.3 or 3.4 to fix de python error, old blender can't even open up the file correctly. Rigify does not even work properly
Actually yes but I am not sure how well they work. Get this free product and when you get access to the files, find "Rokoko_presets" under the AccuRig & Mixamo folder. toshicg.gumroad.com/l/cgdive_free
1:30 Mrrrraaauuuu... to that retargeted animation combining thing, iam not shure how pros do this, but i used addon animaide that can change choosen animation like this; in second animation select root bone of your armature, click AnimOffset button (this addon make this button avaible) change location of your root bone so this animation will fits to previous one, click AnimOffset button again. Now your second animation will be located at this location. Then in NLA blend those two animations a little so they do not just suddenly jump one into another
Yeah, there are a couple of ways to do it. Good to know it can be done with Animaide. It sounds like an awesome addon although I haven't tried it yet. Can't wait to give it a go!
@@CGDive this is not just for root bone, you can change whole position, its like graph editor but in 3d view, as i remember there was bugs when you operate on NLA action strip, before it has to be set at 0 time (begin) of the animation but they fixed this, later I found action strip cant have any modifications or blendings while you change it with animaide otherways armature go all mess, iam not shure if they fixed this one.
@@macitseferi1843 I see. Well, the rig on the cat is Rigify which is Blender's official auto-rigger. I have a bunch of tutorials about it if you are interested in learning how it works. ua-cam.com/play/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx.html
Actually yes but I am not sure how well they work. Get this free product and when you get access to the files, find "Rokoko_presets" under the AccuRig & Mixamo folder. toshicg.gumroad.com/l/cgdive_free
Hello, I would like to ask if this plug-in can retarget the linked files. I retarget the linked files but failed. I don’t know if there is a solution. If I can get your advice, thank you very much.
That was introduced in Rigify around Blender 3. Watch this (the bug I mentioned there is already fixed in newer versions of Blender) ua-cam.com/video/H80AjLWgECY/v-deo.html
@@CGDive Thank you, you´re right you mentioned it, i missed that part on the video as well as the part were you say is necesary to set the hands and foots to FK mode, it would be a good idea to remark this step as it´s crucial to retarget correctly because i was getting a wrong retarget even with all the bones being renamed correctly, i was missing the FK Slide step but after I realized it, that fixed the retarget for me.
Here you added it to the end of the list to use ik but in the video below you made it child with fk. Which way should I choose for the best result ? ua-cam.com/video/Nyxeb48mUfs/v-deo.html
Thank you for this awesome tutorial. I used this in my most recent animation (ua-cam.com/video/V0buJcktUwA/v-deo.htmlsi=r5DAZ0b8_ZQzjY0u) . I brought in a character that I created in Reallusion Character Creator 3 using their Blender plugin telling the plugin to import the character with a rigify rig. I then imported a mixamo walk cycle, and used Rokoko to retarget the CC3 character rig. Worked perfectly.
Great animation, Steve. Thanks for sharing! And I am glad you could use some of my techniques in your workflow Great job combining a bunch of them to achieve exactly what you were looking for.
This video absolutely makes the 'Retargeting using Rokoko (COMPLETE guide) - Blender 2.8, 2.9, 3.0' obsolete. Please delete the other video or mark it as obsolete.
Hi, I have a strange problem with the mod. Now I talked to one good person who made fix addon guides. However, when trying to port anything to UE4 "even a simple cube" I got the following error: Python: Traceback (most recent call last): File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\factory.py", line 221, in run_function_remotely return remote_function(*args) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1116, in __call__ return self.__send(self.__name, args) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1456, in __request response = self.__transport.request( File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1160, in request return self.single_request(host, handler, request_body, verbose) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1176, in single_request return self.parse_response(resp) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1348, in parse_response return u.close() File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\client.py", line 55, in close raise exception(exception_message) Exception: FbxStaticMeshImportData: Failed to find property 'build_nanite' for attribute 'build_nanite' on 'FbxStaticMeshImportData' During handling of the above exception, another exception occurred: Traceback (most recent call last): File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\operators.py", line 71, in modal raise error File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\operators.py", line 61, in modal function(*args, **kwargs) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\core\ingest.py", line 25, in import_asset UnrealRemoteCalls.import_asset(file_path, asset_data, property_data) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\factory.py", line 248, in wrapper return rpc_factory.run_function_remotely(function, args) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\factory.py", line 226, in run_function_remotely raise exception.__class__(stack_trace).with_traceback(call_traceback) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\core\ingest.py", line 25, in import_asset UnrealRemoteCalls.import_asset(file_path, asset_data, property_data) Exception: FbxStaticMeshImportData: Failed to find property 'build_nanite' for attribute 'build_nanite' on 'FbxStaticMeshImportData' File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies\unreal.py", line 1122 location: :-1 If you want to get in touch, here's my discord: Tom.Grogmayles#2507 Thanks in advance :D
@@CGDive Hello twice, never mind, I fixed the mod :) As I understand it, the fact is that I downloaded a new version of the mod on the old UE4, and because of this, this incomprehensible error was issued. So the solution to this problem: switch to UE5, or just download the old version of the mod for UE4. Good luck :)
The steps a little too many to list in a comment but I have videos on exporting "Generic" characters from Blender to Unity ua-cam.com/play/PLdcL5aF8ZcJtDzChFfO9smj6M_EDoJ2uM.html
🔥Rokoko has kindly provided a discount for CGDive viewers!
Get 10% OFF Rokoko Gear using code *RKK_CGDIVE* at checkout.
glnk.io/3vn51/cgdive
wow, this is my cat! 😄 one of my old works, I almost forgot about him. Happy to see him here :D
Oh cool. He's cute haha
Thanks for making it available for download!
The best explanation I've had, straightforward and going from the regular rigify skeleton
Nice!
Cleaning the mo-caps and combining them is what I was waiting for ..thanks for telling you are getting into that
10:00 - Mind blown. Awesome! this was the confusing part for me. Thank you for showing how to correctly pose the ORIGINAL rig for the Retargeted rig.
Oh nice, glad it was useful. Yeah, this is essential. Fixing stuff after the retargeting is much more difficult.
More straightforward and easier than the previous ones, although the previous ones is more detailed.
Tysm for making such a detailed series of rigging tutorials! I don't know how long it would've taken me to figure out all of this stuff on my own
You're very welcome! Thanks for the nice comment :D
This channel is a gold mine
thanks! :)
You have officially saved me by making this video thank you :)
Btw one thing, you wouldn't happen to know how make ur character not deform like crazy once retargeting has finished loading by any chance?
bro, you are an absolute legend!
haha, thanks! :)
@@CGDive have you used this with the ai video from rokoko? I'm getting pretty good results with this method you taught us, but there still seems to be some goodness to the rig. I am using accurig to rig and then rokoko ai video for the animation.
Literally Zero guides online about this workflow. Maybe there is a better workflow?
Thanks for another great video!
Hey! Thank you for the great tuto! Quick question, will this work even if I have used the riggify rig with the face bones? Since the animation that you're retargeting from seems to not have any facial animation... Also, did you use an animation from Mixamo, and if no, will it works if I use Mixamo anim? :) Thanks again for all the good info! Very appreciated!
Hi. Yeah, it will work even if you have a face rig. Or fingers as I said in the video. Any attachments are fine as long as the base is the same.
The mocap in the video was mixamo. Any mocap data can be used. The process is the same :)
This was amazing, thank you
Glad you enjoyed it!
This is GOD content
hey i have rigges robot model..i tried this but some parts of my robot going wrong location..only head chest and foot stays in correct position..my rigging is perfect no mistake..what could be the solution?
I dont know why but my spine_fk.001 bone(which should control lower body) is controlling upper body. My rigify was converted from daz armature rig so, maybe that played a role.
Yes, this can be changed from the Rigify settings. DAZ probably sets it up like that.
However, in the default Rigify preset the bahaviour is as shown in the video. :)
Awesome tutorial, Quick question though. After retargeting my animation my model ended up having some issues with polygons where it expanded out some verts around the character creating a weird distortion. I though maybe it had something to do with the vertex groups but no clue on a solution?
When i retarget, the body moves well, but the face of the character stretches all over the place... please is there a fix for this
I am sure there is but you have to find the issue first. It sounds like something isn't parented correctly.
Thank you for sharing this.
Thanks for watching :)
Bravo ! Thank you. I want to do the same thing with the fingers
I fix it, it's work, thank you again.
nice!
Awesome tutorial as always. What is rokoko addon retarget automatic bone pairing based on ? Does naming help if say I am retargeting from self made armature ?
Hi. I don't know how rokoko finds bone pairs so it's hit and miss. I just accept that I will have to do some manual pairing. Exporting a preset can be useful if you plan to use your custom rig often.
i got a mesh deformation , any ideas?
Hi CG Dive!
Hey, What's up?
adorkable and cute cat though😂
haha, it's a model I got from sketchfab. The link should be in the description!
Excellent tutorial but I tried retargeting the rig exported from Rokoko Studio to my rigify rig and it didn't work. My rigify rig just goes haywire. I tried almost 20 times and finally on the verge of giving up.
Sounds like you're asking for help but you're not even giving me a straw to grasp at even if I wanted to help.
For now all I can say is, sorry to hear it didn't work.
@@CGDive Sorry but the problem is so specific I am not sure we can communicate properly through chat. Thanks for replying fast though. I am a big fan of yours.
@@atique2545 if you are on discord, you can ask on our server
discord.gg/YFH5HUv
@@CGDive thanks a lot. just joined from this link. hopefully i'll get the solution
Hi CGdive, I think the retargeting breaks if Rigify skeleton is scaled from 1 before the retargeting operation. Can you kindly check and if the error is reproduced, can you come up with a solution? Thanks! In a big project, we always have to scale the armature according to project needs and it can be a big problem and the retargeting fails due to scaling.
hello,
I retarget mixamo animation to my custom rigify character whith rokoko addons in blender.
the number of my character's spine are less.
After I've done the retarget, my character always has his head down.
Any help or suggestion would be appreciated.
Do you know if it's possible to save the bone list as a template so that you don't have to choose the bones everytime for similar rigs?
Yeah, see the buttons under Custom Naming Scheme. How they work is a bit quirky but that is what you are looking for.
Please explain the structure of the lion's bones ❤
It's simple Rigify. ua-cam.com/video/vKgH5zXIYmM/v-deo.html
Great video, it work so good for my character.
One doubt about targeting bones, now there are new bones from the reference to target: *RightLegRoll, RIghtUpLegRoll, RightArmRoll and RighForeArmRoll*.
Are the targets of those bones the "tweak" bones? For example, For RightArmRoll upper_arm_tweak.R, for RightForeArmRoll forearm_tweak.L
Thank you very much for this helpful videos.
I can't be sure unless I see the exact source rig you are using but I think you can ignore those roll bones.
@@CGDive OK thank you very much
it does work good withouth using them
Please I am not able to install the latest plugin on blender 4.2 any help
The Rokoko addon is often broken, unfortunately.
There are other addons but you can try the Heat bridge. Download it from the link below (download heat bridge), UNZIP IT, and find the Blender Plugin zip file inside. Do NOT unzip this one and install it like a regular addon. Once installed it will contain many features but the one you want is Heat Retargeting. It is a clone of the Rokoko one so it should work the same way.
heat.tech/downloads
I'm using Blender 3.5 and I imported a rig into Blender using FBX and I have watched every video and nothing is working for me to make the bones that are sticking out to disappear and the bones wont attach to the mesh.
Bones that are sticking out? No idea what you mean, sorry. :)
i have problem after retarget the target model will be destroyed and i cant see it in scene whats problem?
I can't say for sure, sorry.
Have you tried retargeting with rigify while having a facial rig? Because it gives me an error
Having a face rig should not affect the retargeting process.
is there a way to save bone list? every time i doing new retargeting my bone list reset and i need to choose bones again. Save CustomNamingSchemes seems do nothing
I also found the preset to be a bit unintuitive and unreliable.
Great video, but did not work for me. I created my project on Blender 3.6, then when i tried to go back to 3.3 or 3.4 to fix de python error, old blender can't even open up the file correctly. Rigify does not even work properly
The Rokoko addon should be updated by now and there should be no need to go back to a previous version.
retargeting with this method but with plask armature will do ok, right?
The source rig can be anything. Just make sure to get a proper rest pose out of plask. Plask used to have a problem with that.
@@CGDive got it!
Any chance we can get the custom naming schemes file so we don't need to enter all the names ourselves and use yours :D?
Actually yes but I am not sure how well they work. Get this free product and when you get access to the files, find "Rokoko_presets" under the AccuRig & Mixamo folder.
toshicg.gumroad.com/l/cgdive_free
@@CGDive Thanks alot~ Love your videos
1:30 Mrrrraaauuuu...
to that retargeted animation combining thing, iam not shure how pros do this, but i used addon animaide that can change choosen animation like this; in second animation select root bone of your armature, click AnimOffset button (this addon make this button avaible) change location of your root bone so this animation will fits to previous one, click AnimOffset button again. Now your second animation will be located at this location. Then in NLA blend those two animations a little so they do not just suddenly jump one into another
Yeah, there are a couple of ways to do it. Good to know it can be done with Animaide. It sounds like an awesome addon although I haven't tried it yet. Can't wait to give it a go!
@@CGDive this is not just for root bone, you can change whole position, its like graph editor but in 3d view, as i remember there was bugs when you operate on NLA action strip, before it has to be set at 0 time (begin) of the animation but they fixed this, later I found action strip cant have any modifications or blendings while you change it with animaide otherways armature go all mess, iam not shure if they fixed this one.
@@llYuki0okami Yeah, I'll definitely give a try soon. Thanks for the info!
the rokoko FBX aniamtion it was export with the Mixamo profile for names of the bones?
There is no Rokoko FBX in this video.
@@CGDive then is a aniamtion file from mixamo ? i said for the names of the bones
@@anficyon Yes, it's a mixamo anim.
@@CGDive ok, thanks for the answer and the awesome videos
Does the cat only have a control curve instead of a rig or did I miss something?
No idea what you mean by "control curve".
@@CGDive i mean I couldn't see the normal rig like the one on the left
@@macitseferi1843 The deformation bones are hidden on one of the rig layers. Are you a Maya user?
@@CGDive yes im .but I moved my character to blender and now I want to continue here. I'm trying to learn
@@macitseferi1843 I see. Well, the rig on the cat is Rigify which is Blender's official auto-rigger. I have a bunch of tutorials about it if you are interested in learning how it works.
ua-cam.com/play/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx.html
Woww. can you share the map profile from Rokoko. we wont have to map each bone next time , and thank for this amazing job buddy.
Actually yes but I am not sure how well they work. Get this free product and when you get access to the files, find "Rokoko_presets" under the AccuRig & Mixamo folder.
toshicg.gumroad.com/l/cgdive_free
@@CGDive thanks for this amazing tutorial
Is there a way to retarget shape key animations to rigify?
don't think so, at least not anything straightforward.
@@CGDive I found out you can bake shape keys animations to the control rig of faceit instead. It feels a bit too complicated though.
Hello, I would like to ask if this plug-in can retarget the linked files. I retarget the linked files but failed. I don’t know if there is a solution. If I can get your advice, thank you very much.
I am not sure, I haven't tested that extensively.
What is the recommend configuration to rendor
What is Rendor?
@@CGDive Rendoring Video of animations and vfx in blender
@@CGDive I mean, recommend configuration for smooth running in blender
@@Crazist I don't know of such a recommended configuration, sorry :)
Why does your rig have "toe_fk" and "toe_ik" bones 🤨?
That was introduced in Rigify around Blender 3. Watch this (the bug I mentioned there is already fixed in newer versions of Blender)
ua-cam.com/video/H80AjLWgECY/v-deo.html
@@CGDive Thank you, you´re right you mentioned it, i missed that part on the video as well as the part were you say is necesary to set the hands and foots to FK mode, it would be a good idea to remark this step as it´s crucial to retarget correctly because i was getting a wrong retarget even with all the bones being renamed correctly, i was missing the FK Slide step but after I realized it, that fixed the retarget for me.
How to update rokoko addon 😢😣
There is an updated built in the addon. If it doesn't work you should get in touch with Rokoko!
Here you added it to the end of the list to use ik but in the video below you made it child with fk. Which way should I choose for the best result ?
ua-cam.com/video/Nyxeb48mUfs/v-deo.html
both work but I think the method in this video is the most straightforward one.
@@CGDive you mean with cat video ?
@@macitseferi1843 yeah.
@@CGDive thanks
Thank you for this awesome tutorial. I used this in my most recent animation (ua-cam.com/video/V0buJcktUwA/v-deo.htmlsi=r5DAZ0b8_ZQzjY0u) . I brought in a character that I created in Reallusion Character Creator 3 using their Blender plugin telling the plugin to import the character with a rigify rig. I then imported a mixamo walk cycle, and used Rokoko to retarget the CC3 character rig. Worked perfectly.
Great animation, Steve. Thanks for sharing! And I am glad you could use some of my techniques in your workflow Great job combining a bunch of them to achieve exactly what you were looking for.
This video absolutely makes the 'Retargeting using Rokoko (COMPLETE guide) - Blender 2.8, 2.9, 3.0' obsolete. Please delete the other video or mark it as obsolete.
No, it doesn't. The other video is foundational one showing a lot of important techniques. Glad you like this one.
Hi, I have a strange problem with the mod. Now I talked to one good person who made fix addon guides. However, when trying to port anything to UE4 "even a simple cube" I got the following error:
Python: Traceback (most recent call last):
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies
pc\factory.py", line 221, in run_function_remotely
return remote_function(*args)
File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1116, in __call__
return self.__send(self.__name, args)
File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1456, in __request
response = self.__transport.request(
File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1160, in request
return self.single_request(host, handler, request_body, verbose)
File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1176, in single_request
return self.parse_response(resp)
File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1348, in parse_response
return u.close()
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies
pc\client.py", line 55, in close
raise exception(exception_message)
Exception: FbxStaticMeshImportData: Failed to find property 'build_nanite' for attribute 'build_nanite' on 'FbxStaticMeshImportData'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\operators.py", line 71, in modal
raise error
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\operators.py", line 61, in modal
function(*args, **kwargs)
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\core\ingest.py", line 25, in import_asset
UnrealRemoteCalls.import_asset(file_path, asset_data, property_data)
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies
pc\factory.py", line 248, in wrapper
return rpc_factory.run_function_remotely(function, args)
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies
pc\factory.py", line 226, in run_function_remotely
raise exception.__class__(stack_trace).with_traceback(call_traceback)
File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\core\ingest.py", line 25, in import_asset
UnrealRemoteCalls.import_asset(file_path, asset_data, property_data)
Exception: FbxStaticMeshImportData: Failed to find property 'build_nanite' for attribute 'build_nanite' on 'FbxStaticMeshImportData' File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies\unreal.py", line 1122
location: :-1
If you want to get in touch, here's my discord: Tom.Grogmayles#2507
Thanks in advance :D
No idea, sorry. (not even what you're trying to do)
@@CGDive Hello twice, never mind, I fixed the mod :)
As I understand it, the fact is that I downloaded a new version of the mod on the old UE4, and because of this, this incomprehensible error was issued.
So the solution to this problem: switch to UE5, or just download the old version of the mod for UE4. Good luck :)
what is the efficent way to create rig with rigify animate it and export the unity which steps i should follow
The steps a little too many to list in a comment but I have videos on exporting "Generic" characters from Blender to Unity
ua-cam.com/play/PLdcL5aF8ZcJtDzChFfO9smj6M_EDoJ2uM.html
Have you tried retargeting with rigify while having a facial rig? Because it gives me an error
A face rig shouldn't affect the retargeting process at all.