I didn't think it would work after trying other tutorials. Always something broken. This video is the real deal. Thanks for helping me level up my skills 🤜🤛
whoever is struggling and getting some bugs with this method I don't know why but the "Rig name matters" it has to be the default "root" what the addon offers "root_2" doesn't work ect it has to be "root" for Unreal to recognise the rig with default skeleton
Awesome! I tried UEFY2 before (which is surely powerfull and usefull if you want to rig anything, also non-human characters) but with this addon i could get my custon character into UE5 in minutes. Thanks for sharing 😇
This was by far the easiest tutorial to follow & explained really well - thank you! While v1.1.2 of the addon doesn't work the same as the video for Blender 4.0, it's no biggie - you can manually move the missing tweak joints into place when adjusting the deform armature and it'll work just the same
@@yeetbro3659 It's in the video at 2:13. After you click Apply Rig, you can adjust the deform rig. You can switch between the deform and unreal rig to re-adjust at any time using the Switch Parent Armature button.
@@EFX612 solve it bud, I had to check "use T0 as ref pose" cause I rigged my character in T Pose instead of default A pose. Thanks again, I've stumbled into the root problem like 5 months ago with metahuman but totally forgot it ❤️
Thank you so much. I spent hours trying to find a solution to this. I opened the UE5 skeleton in Blender and was just like "What am I looking at here?". I was also looking around for plugins like the one that you used and they were like $40-70.
Great video! Don't ever scale the skeleton before rigging though. Always scale your character to the skeleton or it can cause major issues down the line.
Thanks so much about this tutorial and the Addon my friend, its kinda exahusting cuz my zbrush chracter its like 30 meters of lenght so yeah basically work but i need something more little, thanks so much
thanks for this mate, I've been driving myself crazy trying to figure out why my attempts were turning into a lovecraftian nightmare, this was so my easier :)
this tutorial worked 100% i appreciate you, also i just wanted to put this out there, its recommended to erase the weights on the ik parts on the skeleton cause those stretch out when play shooting animations or ragdoll
hello, i had a 2 problems with this tutorial i was hoping you could help me with. When i move the legs dont follow the animation but instead flap around the sides of the body. and the other problem would be that the character is very small (ant sized) until i move where it goes back to being large again and when i jump he becomes super large
I found the solution, for the first problem, you just have to weight paint the model with automatic weights and dont touch it up too much. The second problem has to do with the export size, make sure it is exported at unreal engine character height(about 1.2m i think) in blender
You've saved me hours upon hours. Thank you for this excellent tool and guide. With this, I was able to get ~300 modular meshes rigged for Unreal. Which brings me to a question... I can't seem to find a single way to batch export meshes with the same armature as separate FBXs. I'm curious if this is an area you or anyone else is familiar?
I run into scaling problem and managed to "fix" it or found its quirks so in case anyone else have the same problem: After following the steps and switched the default character to the imported character, the idle model is 10 times bigger than it should be. When moving around, the model shrinks down to the correct size, and when jumping and "landing animation" is playing, it shrinks further down. This is what worked for me to "fix" it; Set your blender scale back to 1.0 (I have read to change them to 0.01 for cm conversation in another tutorial so I set it as such, but it doesn't seems to work with this bone), then scale the character to the correct height. Next, reset the UE Armature (There's a refresh button on the control below where you select UE5/ UE4 bones, next to Initiate Mannequin). Delete all existing armature (make sure the root is deleted as well), reinitiate the Armature. If the Armature is around the same height of your character (assuming your character is 1.78m tall) then the setup is correct. Follow the rest of the video and make sure all your mesh is attached to the "Root" armature right before you export
IDK I spent all day trying and i get a bunch of errors about merging skeletons, and end up with an untextured guy laying on the ground. So i guess I'll try a different route. And yes i know blender a bit but can you please display your keyboard inputs on screen? It's very frustrating in the middle of a 10 hour troubleshooting to have to freezeframe every second of the video to try to see where I went wrong. Thank you.
Awesome, worked perfectly. The only part that didn't (august 2023) was that I had to manually assign the unreal armature in the modifier, as I couldn't seem to get the 'switch parent rig' or whatever to work. I read through lots of comments here and almost all of them are just general rigging and mesh issues - the information in this video and the addon work perfectly.
What are you on about?? This version that I was using was released 2 months before I recorded this video. Also nothing really changes for core things between versions when you're talking small new releases.
If you use Blender 4.0 right now and then the latest unreal version of the plugin v1_1_2, All of the Joint Tweak, Fingers buttons etc. are missing it's just a blank gray square. The add on is only supported up through the 3.x versions it seems.@@ThomasPotter
the character was still static when I hit play. But I fix it with the help of this comment : "check the naming convention of your bones, specifically make sure that there is only one armature in your entire project file, and that it is named "root" not root.002 or anything like that, it's a small translation error in the plugin code that's easily remedied." Just rename the root layer in Blender as "root"
I wish i read your comment before going through all this trial and error :D i found that root002 was causing the bug... after 20 min of bashing my head against this :D
When I change the skeletal mesh to my mesh, the pivot of the mesh is not at the bottom of the feet, but on the middle of the calf. So when I played it, the character clipped into the ground. The pivot is already at the bottom of the feet on Blender. Do you have any idea what could probably be wrong?
Hey Thomas! Blender pseudonoob here and I've watched this video about 100 times trying to get this to work, really unsure what I'm messing up here. :( When I parented the armature with autoweights after positioning all bones in the right position, my mesh distorts in weird ways, smashing wide and pushing around. One of the times I did somehow parent the armature correctly, but upon import, the arms are super distorted on an otherwise totally human mesh! Any kind of guidance here is so greatly appreciated, this is such a bottleneck for me. :(
What is if you already have a Rig, but a Rig what would only be compatible with Unity Engine. can you trasfer somehow the weightpaint data from the old Rig to the new UE5 rig without weightpainting everything again from scratch?
Dude. This video needed to be like 3 times longer. "hot key, hot key. look now you can see the rig is working.." No I can't. I don't know what you pressed. I don't know how to move the rig. If I use the grab hot key the whole rig moves..
Bro. This is for blender users who’re experience. Don’t expect hand holding from us. I literally understand what he was doing without a problem. Learn Blender first.
Hey man! Thanks for this video!! Everything worked so far, the only problem that makes me pull out my hair is, that when I try to import the fbx file to UE5, it hard crashes :( I did all the export/import settings like discribed in your tutorial. Anyone any idea?
@@ThomasPotter I meant I am pulling out my hair in real life out of frustration :D I have a model which has more vertices than your example. But not super much. It's a retopologized model. I can export the mesh and it works. But with the skeletton like in your example, UE5 will crash
hi bro, i´ve just dowloaded the addon and can´t move the joints of the current pluggin version, maybe i should use another blender version for it to work?
Great tutorial! and subbed :) when I import my FBX to Unreal, I keep getting the error warning: "FAILED TO MERGE BONES. This could happen if significant hierarchical changes were made. Would you like to regenerate the skeleton from this mesh? ***WARNING THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA*** Any help with this would be hugely appreciated
i came accross this error to, only select the, ue4 skeleton, (the one that has the bones everywhere) if you select the other one ue4 not gonna recognize it , also make sure its not the ue5 manny skeleton its not compatible with the ue4 one at least thats what i believe cause i got that error to.
@@ilyabname6418 Друже, це спрацювало, вже і ретаргет та інші танці з бубном пробував, постійно херилася анімація, тільки твій спосіб виявився робочим, дякую 🔥🔥🔥🔥🔥
Can you help? I always get the error "Failed to find solution for one or more bones" no matter what I try. No bones are disconnected because I've tried it without even changing the rig at all. I've even tried it with different meshes. What am I missing?
@@ThomasPotter I figured it out. It's a common error with Blender. I had to use a paid addon to skin it because the one built in to the free plugin wouldn't work for me.
had the same problem, i fixed it selecting my entire model in edit mode and pressing ctrl+m and selecting "merge by distance" i think my model had some errors from its zbrush export
when ever try to apply amiture with automatic wight I get an error saying (Bone Heat Weighting: failed to find solution for one or more bones) help plz
Hmm.. when I used "Switch Parent Armature" my mesh shrunk down to about .01 size. I tried applying scale to the mesh before I switched, but it didn't work.. I then tried 'Clear Scale' on the mesh after & it seemed to work? dunno..
Is there any reason why the grey box that had the "body parts, joint tweak, fingers, fingers tweak" would be empty? I'm not able to tweak some joints or the finger and I'm not sure where to else to look.
so for some reason I have different options on my screen, the add on gives me the options ("tweak", "apply rig", "switch parent armature" and "copy additional bones to root") I lack the more specific options like "joint tweak", "fingers" and "body parts", does anyone know why this might be?
So it recognizes as if the skeleton was from manequin right? Dont need to retarget ? Could you make controls on controlrig blueprint to this skeleton ? And maybe it doesnt work or break if plan to add more bones,right? I got metahuman and tried add bones, it breaks the rig and get all crazy 😅 Thank you
Thank you so much for this tutorial! The rig works fine in Blender, however when I try to export it into Unreal I keep getting the message: Failed to merge bones. I have tried multiple times now and done the rigging over and over but still, the same message. Does anyone know what this could be and how to fix it? Many thanks.
@@ThomasPotter it be like that sometimes - it's not to detract from what you did, I really appreciate the resource because it's hard as hell to do this as a beginner, just for next time. Thanks again for the tut homie
Thanks a lot for this Mate. But im running into a Problem in Unreal where its able to detect all my Bones or something like that and when I imported the Character, it was in its T Position and none of its body parts are moving. Please can you help with this?
if you have any clothes, just remove them and parent to the parts of the model that are most close to straight human. then after weight painting transfer weights from the mesh to the clothes and you’re done with the problem. the tutorial on transfering weights you may find by typing “how to rig clothes in blender” the one with the guy with pot on his back is the right one tutorial to follow
When I try to import the fbx, is gives me a "failed to merge bones" error, with an option to regenerate the skeleton. If I do, unreal always crashes. I use UE5.1... Any ideas what I could try? Thnx in advance for any advice.
My armatures ("deform" & "unreal") do not allow me to rotate it in Pose Mode, at any time, does anyone know why? I didn't touch anything at all, it's not in Rest Position or anything like that. Edit: I'm an idiot, I found how to solve it, I just needed to press "Apply Rig" after adjusting the Tweak armature
Are Manny, Mannequin and Quinn all using the same skeleton SK_Mannequin? Because, when I click inside UE5 on that skeletal mesh asset that we imported, there are 5 buttons on the upper right part of editor, like Bones, Current Asset, Animation, ABP Manny, physics asset And when I click on the first button bones, it loads up SK_Mannequin and woman character, which I believe is because when importing I did not have option for SK_Manny I think and I selected SK_Mannequin on 4:35
i have redone this tutorial 4 times and always ended up in insane glitches, can you try this again and tell me if its something im doing wrong or if the process has changed in UE5.4
Hi! This worked well the first time I used it, but when I went back and deleted a stray object that wasn't supposed to be exported and exported again with the same settings, now when I try to import the fbx into Unreal I get the error "Multiple roots are found in the bone hierarchy. We only support single root bone." From what I can tell, only one bone has the name "root" in the hierarchy in blender... Do you have any idea what could be wrong? Thank you for any guidance you can give on the matter!
The UE5 Mannequin is a humanoid rig, thats the point of the tutorial, if you want to learn to rig a different find a tutorial that suits your characters needs
@@-RiSK-AK i had this issue and i was able to fix it by selecting the 3d model then selecting the deform bones and exporting as the video shows. i believe if you dont select and export it correctly u get this "failed to merge" issue. hope this helps. also im using ue5.4.3
@@henrique_paganotto Yes, I restarted blender and tried it again with the ue5 Skeleton and it worked.If still doesn‘t work for you, I would recommend to just try everything out. Thats how I got it to work. I hope I could help you
i cant rescale my static mesh. i CAN do it before initiating the mannequin. Usually i just like left on scale and drag from the feet circle thing. doesnt work now. what a PAIN.
you're probably in pose or edit mode on the rig, so you can't select the base mesh. if you can't follow this video, you might need to do some of the basic blender tutorials first.
I didn't think it would work after trying other tutorials. Always something broken. This video is the real deal. Thanks for helping me level up my skills 🤜🤛
whoever is struggling and getting some bugs with this method I don't know why but the "Rig name matters" it has to be the default "root" what the addon offers "root_2" doesn't work ect it has to be "root" for Unreal to recognise the rig with default skeleton
Awesome! I tried UEFY2 before (which is surely powerfull and usefull if you want to rig anything, also non-human characters) but with this addon i could get my custon character into UE5 in minutes. Thanks for sharing 😇
STRAIGHT TO THE POINT IN THE FIRST 5 SECONDS
AND ONLY 5 MINS, BRAVO!!!!
High 5 me bro.
This was by far the easiest tutorial to follow & explained really well - thank you!
While v1.1.2 of the addon doesn't work the same as the video for Blender 4.0, it's no biggie - you can manually move the missing tweak joints into place when adjusting the deform armature and it'll work just the same
How do I adjust the deform armature?
@@yeetbro3659 It's in the video at 2:13. After you click Apply Rig, you can adjust the deform rig. You can switch between the deform and unreal rig to re-adjust at any time using the Switch Parent Armature button.
I think this is the most easy to follow tutorial and also the importing character was so well shown I looked up other tutorials and it didn't work 😅
for anyone having problems, this fixed everything for me: MAKE SURE UR ROOT IS NAMED root and not root.01 or root.02
Is there a way to change it after I've done all weight paint or I need to restart all? (I simply changed the name but doesn't work :( )
@@gioss9193 if the name change doesn't work after a new export/ reimport the problem is likely something else
@@EFX612 solve it bud, I had to check "use T0 as ref pose" cause I rigged my character in T Pose instead of default A pose.
Thanks again, I've stumbled into the root problem like 5 months ago with metahuman but totally forgot it ❤️
Thanks a lot!!! It works. You should be in the top floor.
Legend!!!! this fixed the annoying "Merge bones"!!!!
Thank you so much. I spent hours trying to find a solution to this. I opened the UE5 skeleton in Blender and was just like "What am I looking at here?". I was also looking around for plugins like the one that you used and they were like $40-70.
if you have Bone Heat Weighting problems select the mesh > edit mode > merge vertices > by distance > 0.001
Great video! Don't ever scale the skeleton before rigging though. Always scale your character to the skeleton or it can cause major issues down the line.
Thank you, you saved my life (a bit dramatic but literally been through so much trying to get it work)
Thanks so much about this tutorial and the Addon my friend, its kinda exahusting cuz my zbrush chracter its like 30 meters of lenght so yeah basically work but i need something more little, thanks so much
Glad I could help!
thanks for this mate, I've been driving myself crazy trying to figure out why my attempts were turning into a lovecraftian nightmare, this was so my easier :)
this tutorial worked 100% i appreciate you, also i just wanted to put this out there, its recommended to erase the weights on the ik parts on the skeleton cause those stretch out when play shooting animations or ragdoll
holy shiaaat mate I was always looking for something like this
You're welcome!
Wow, great help dude. Thanks.
hello, i had a 2 problems with this tutorial i was hoping you could help me with. When i move the legs dont follow the animation but instead flap around the sides of the body. and the other problem would be that the character is very small (ant sized) until i move where it goes back to being large again and when i jump he becomes super large
I found the solution, for the first problem, you just have to weight paint the model with automatic weights and dont touch it up too much. The second problem has to do with the export size, make sure it is exported at unreal engine character height(about 1.2m i think) in blender
You've saved me hours upon hours. Thank you for this excellent tool and guide. With this, I was able to get ~300 modular meshes rigged for Unreal.
Which brings me to a question... I can't seem to find a single way to batch export meshes with the same armature as separate FBXs. I'm curious if this is an area you or anyone else is familiar?
I run into scaling problem and managed to "fix" it or found its quirks so in case anyone else have the same problem:
After following the steps and switched the default character to the imported character, the idle model is 10 times bigger than it should be. When moving around, the model shrinks down to the correct size, and when jumping and "landing animation" is playing, it shrinks further down. This is what worked for me to "fix" it;
Set your blender scale back to 1.0 (I have read to change them to 0.01 for cm conversation in another tutorial so I set it as such, but it doesn't seems to work with this bone), then scale the character to the correct height. Next, reset the UE Armature (There's a refresh button on the control below where you select UE5/ UE4 bones, next to Initiate Mannequin). Delete all existing armature (make sure the root is deleted as well), reinitiate the Armature. If the Armature is around the same height of your character (assuming your character is 1.78m tall) then the setup is correct. Follow the rest of the video and make sure all your mesh is attached to the "Root" armature right before you export
IDK I spent all day trying and i get a bunch of errors about merging skeletons, and end up with an untextured guy laying on the ground. So i guess I'll try a different route. And yes i know blender a bit but can you please display your keyboard inputs on screen? It's very frustrating in the middle of a 10 hour troubleshooting to have to freezeframe every second of the video to try to see where I went wrong. Thank you.
FINALY . an easy rig . thanks
THIS IS AMAZING!! thank you sooo much this helped me a lot with my character!
Awesome, worked perfectly. The only part that didn't (august 2023) was that I had to manually assign the unreal armature in the modifier, as I couldn't seem to get the 'switch parent rig' or whatever to work. I read through lots of comments here and almost all of them are just general rigging and mesh issues - the information in this video and the addon work perfectly.
im new to blender rigging in general, how did you assign the unreal armature? I had this same problem but dont know what to do
thank you so much, its still working! (19.03.24) (UE5.3.2)
If you're missing a bunch of controls shown in the video make sure you're using the latest stable Blender version, not the alpha.
What are you on about?? This version that I was using was released 2 months before I recorded this video. Also nothing really changes for core things between versions when you're talking small new releases.
If you use Blender 4.0 right now and then the latest unreal version of the plugin v1_1_2, All of the Joint Tweak, Fingers buttons etc. are missing it's just a blank gray square. The add on is only supported up through the 3.x versions it seems.@@ThomasPotter
@@Trickeri1080 Same Issue here
@@acrofigter They made a 4.0 beta
Awesome tut, thanks you! :)
Hello, have you been able to use Blender 4 Rigify to UE5? Have you tried to create a UE5 Control Rig with IK legs and a reverse foot in UE5?
the character was still static when I hit play.
But I fix it with the help of this comment :
"check the naming convention of your bones, specifically make sure that there is only one armature in your entire project file, and that it is named "root" not root.002 or anything like that, it's a small translation error in the plugin code that's easily remedied."
Just rename the root layer in Blender as "root"
I wish i read your comment before going through all this trial and error :D i found that root002 was causing the bug... after 20 min of bashing my head against this :D
Ahah feel your pain, Copy paste the tips too, to make it more visible
@@kristiansdzenis5284 @Spak.motion this helped me! thanks
When I change the skeletal mesh to my mesh, the pivot of the mesh is not at the bottom of the feet, but on the middle of the calf. So when I played it, the character clipped into the ground. The pivot is already at the bottom of the feet on Blender. Do you have any idea what could probably be wrong?
Hey Thomas! Blender pseudonoob here and I've watched this video about 100 times trying to get this to work, really unsure what I'm messing up here. :( When I parented the armature with autoweights after positioning all bones in the right position, my mesh distorts in weird ways, smashing wide and pushing around. One of the times I did somehow parent the armature correctly, but upon import, the arms are super distorted on an otherwise totally human mesh!
Any kind of guidance here is so greatly appreciated, this is such a bottleneck for me. :(
You might have to apply the scale of the mesh and make sure not to scale the armature?
I was actually thinking that after I posted this comment! Thank you anyway for the feedback, I'll let you know if it's royally fried 💓@@ThomasPotter
What is if you already have a Rig, but a Rig what would only be compatible with Unity Engine.
can you trasfer somehow the weightpaint data from the old Rig to the new UE5 rig without weightpainting everything again from scratch?
Thanks, worked perfect!
Glad it helped
Dude. This video needed to be like 3 times longer. "hot key, hot key. look now you can see the rig is working.." No I can't. I don't know what you pressed. I don't know how to move the rig. If I use the grab hot key the whole rig moves..
Every youtuber does this.. maniacs
exactly my point
Unfortunately this is a tutorial on how to use this addon. Not one on how to use blender.
duuude
just slow down the video
it's just not for beginners
Bro. This is for blender users who’re experience. Don’t expect hand holding from us. I literally understand what he was doing without a problem. Learn Blender first.
Ty man great video concise
can it work without the fingers... basically with a fingerless stickman?
Thank you Harry
This helped so much ty.
I can’t find “Joint Tweak” I’m literally crying I’m on week 2 of rigging to unreal
same, i dont see body parts, jjoint tweak, and the others. its empty on me
great video! thanks for the simple concise instructions
Hey man! Thanks for this video!! Everything worked so far, the only problem that makes me pull out my hair is, that when I try to import the fbx file to UE5, it hard crashes :( I did all the export/import settings like discribed in your tutorial. Anyone any idea?
What is your hair with? Particles or a mesh?
@@ThomasPotter I meant I am pulling out my hair in real life out of frustration :D I have a model which has more vertices than your example. But not super much. It's a retopologized model. I can export the mesh and it works. But with the skeletton like in your example, UE5 will crash
hi bro, i´ve just dowloaded the addon and can´t move the joints of the current pluggin version, maybe i should use another blender version for it to work?
Thank you!
I can't parent them in blender "Bone Heat Weighting: failed to find solution for one or more bones "
i have the same problem, have you found a fix yet?
@@Frog423 try selecting the all the mesh in edit mode go to mesh clean up and merge by distance
what if i want to make my own custom animations, how would i generate a control rig to make animations in blender?
Great tutorial! and subbed :) when I import my FBX to Unreal, I keep getting the error warning:
"FAILED TO MERGE BONES. This could happen if significant hierarchical changes were made. Would you like to regenerate the skeleton from this mesh?
***WARNING THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA***
Any help with this would be hugely appreciated
would like to hear the answer too this.
i came accross this error to, only select the, ue4 skeleton, (the one that has the bones everywhere) if you select the other one ue4 not gonna recognize it , also make sure its not the ue5 manny skeleton its not compatible with the ue4 one at least thats what i believe cause i got that error to.
I also had this problem, I said yes and it broke all the animations for my entire project and I had to start again so do not recommend haha
Try to add leaf bones when exporting and you need to select only root, Pose, root and mesh in the outliner when exporting.
@@ilyabname6418 Друже, це спрацювало, вже і ретаргет та інші танці з бубном пробував, постійно херилася анімація, тільки твій спосіб виявився робочим, дякую 🔥🔥🔥🔥🔥
Hi, I found a lot of name clash errors.
something like : "found name clash, node "ik_foot_l" was renamed to "ik_foot_l1"
how do i fix this? thanks!
Can you help? I always get the error "Failed to find solution for one or more bones" no matter what I try. No bones are disconnected because I've tried it without even changing the rig at all. I've even tried it with different meshes. What am I missing?
Are you trying to use rigify on it?
@@ThomasPotter I figured it out. It's a common error with Blender. I had to use a paid addon to skin it because the one built in to the free plugin wouldn't work for me.
had the same problem, i fixed it selecting my entire model in edit mode and pressing ctrl+m and selecting "merge by distance"
i think my model had some errors from its zbrush export
when ever try to apply amiture with automatic wight I get an error saying (Bone Heat Weighting: failed to find solution for one or more bones) help plz
excellent tutorial. music is a louder than your speech audio sadly, so it was tough to listen to for me. Thanks for the video still!
Bro your tutorials are insanely good but just a smidge too fast, if you could slow it down a smidge you'd be the best on the tube
can you show how to actually make stuff move, scale, i’ve never used blender before.
Hmm.. when I used "Switch Parent Armature" my mesh shrunk down to about .01 size. I tried applying scale to the mesh before I switched, but it didn't work..
I then tried 'Clear Scale' on the mesh after & it seemed to work? dunno..
I have an issue, once i am in game my models arms are all deformed and like spaghetti 😢 any idea why?
Can I rig multiple characters that have the same proportions
What a fkn amazing tutorial!
after the process how can i create a control rig in blender to make animations?
do you have a link to your tutorial about the weight painting?
Yeah, check this out - ua-cam.com/video/uQ1op11N-0U/v-deo.html
Is there any reason why the grey box that had the "body parts, joint tweak, fingers, fingers tweak" would be empty? I'm not able to tweak some joints or the finger and I'm not sure where to else to look.
you might need to use an older version of blender, it's not functioning very well with blender 4.0
so for some reason I have different options on my screen, the add on gives me the options ("tweak", "apply rig", "switch parent armature" and "copy additional bones to root") I lack the more specific options like "joint tweak", "fingers" and "body parts", does anyone know why this might be?
So it recognizes as if the skeleton was from manequin right? Dont need to retarget ?
Could you make controls on controlrig blueprint to this skeleton ? And maybe it doesnt work or break if plan to add more bones,right?
I got metahuman and tried add bones, it breaks the rig and get all crazy 😅
Thank you
everything lines up, drop and go
It didn't work for me when I tried adding the Add-on instead of adding the whole thing it made me open the file. am I doing something wrong?
same here
add it useing the zip file
idk how to install and open the add on you glazed over that without showing
Just go to addons, click install and then open the zip file you downloaded. Its the same as every other addon for blender
Bone constraints aren't appearing in blender, which means I can't move the joints in pose mode so I can't tweak the skeleton.
Thank you very much
hello idk why but the module window do not show up when i install it ( i checked if armature was true )
i think it doesn't work with the new blender version
there is any way to add Unreal 5 (Quinn) on game rig tools?
Thank you so much for this tutorial! The rig works fine in Blender, however when I try to export it into Unreal I keep getting the message: Failed to merge bones. I have tried multiple times now and done the rigging over and over but still, the same message. Does anyone know what this could be and how to fix it? Many thanks.
Hey man, if you're still having trouble with this, it seems like you just have to rename the root bone to match the bone name in the unreal mannequin
Hello, do you have an updated video on how to use the New Blender 4 Game Rig Tools? I cannot find the tab where to do the IK/FK switch.
Nah I don't have an updated video yet, but I'm looking into it, I'll download unreal engine and possibly do a video in the future.
@@ThomasPotter Thank you
@@ThomasPotter thanks look for this aswell !
Thanks for the video, just a suggestions PLEASE turn down the music/turn up your narration because it got very difficult to hear what you were saying
Yeah, I didn't realize until I listened back to it now
@@ThomasPotter it be like that sometimes - it's not to detract from what you did, I really appreciate the resource because it's hard as hell to do this as a beginner, just for next time. Thanks again for the tut homie
When I do my import and then set my mesh as the mesh for BP, My arms on my mesh come out all twisted, why is that?
My character ended up with a tall neck, longer limps and our of shapes. How to fix?
my character's body deform after importing to ue5. any solution
Thanks a lot for this Mate. But im running into a Problem in Unreal where its able to detect all my Bones or something like that and when I imported the Character, it was in its T Position and none of its body parts are moving. Please can you help with this?
did you ever figure out this problem?
super helpful thanks man!
if i parent my mesh to the bone, bone heat weighting problem occurs, how can i fix that
i have same issues
if you have any clothes, just remove them and parent to the parts of the model that are most close to straight human. then after weight painting transfer weights from the mesh to the clothes and you’re done with the problem. the tutorial on transfering weights you may find by typing “how to rig clothes in blender” the one with the guy with pot on his back is the right one tutorial to follow
When I try to import the fbx, is gives me a "failed to merge bones" error, with an option to regenerate the skeleton. If I do, unreal always crashes. I use UE5.1... Any ideas what I could try? Thnx in advance for any advice.
Not sure, I was chatting with someone who was having the same problem, I'll send some time trying to figure out what's wrong
@@ThomasPotter thnx for efforts! I will also troubleshoot on my end. Thnx again for the support.
any solution yet?
@@ThomasPotter Any fixes? I'm having the same issue...
@ThomasPotter I'm having the same issue.
solution yet?
My armatures ("deform" & "unreal") do not allow me to rotate it in Pose Mode, at any time, does anyone know why? I didn't touch anything at all, it's not in Rest Position or anything like that.
Edit:
I'm an idiot, I found how to solve it, I just needed to press "Apply Rig" after adjusting the Tweak armature
very useful
Are Manny, Mannequin and Quinn all using the same skeleton SK_Mannequin?
Because, when I click inside UE5 on that skeletal mesh asset that we imported, there are 5 buttons on the upper right part of editor, like Bones, Current Asset, Animation, ABP Manny, physics asset
And when I click on the first button bones, it loads up SK_Mannequin and woman character, which I believe is because when importing I did not have option for SK_Manny I think and I selected SK_Mannequin on 4:35
I think I have that same issue, it then prompts me about not having the same bone nodes. The Mesh doesn't move at all after that.
Im doing something wrong, when i import my model its 100x the size its meant to be.
i have redone this tutorial 4 times and always ended up in insane glitches, can you try this again and tell me if its something im doing wrong or if the process has changed in UE5.4
Hi! This worked well the first time I used it, but when I went back and deleted a stray object that wasn't supposed to be exported and exported again with the same settings, now when I try to import the fbx into Unreal I get the error "Multiple roots are found in the bone hierarchy. We only support single root bone."
From what I can tell, only one bone has the name "root" in the hierarchy in blender... Do you have any idea what could be wrong?
Thank you for any guidance you can give on the matter!
Every bone have to be parented to the root bone
Select only your mesh and the skeleton, in the export window you should mark the option to export only the selected items.
what do i do if my character isnt humanoid?
The UE5 Mannequin is a humanoid rig, thats the point of the tutorial, if you want to learn to rig a different find a tutorial that suits your characters needs
Great video! However, when importing the fbx to Unreal I get this message: FAILED TO MERGE BONES. Any idea?
same, found a solution?
@@darkahrii same
@@-RiSK-AK i had this issue and i was able to fix it by selecting the 3d model then selecting the deform bones and exporting as the video shows. i believe if you dont select and export it correctly u get this "failed to merge" issue. hope this helps. also im using ue5.4.3
@@Mason_Talbot Thank you very much!
Might be stupid question but does this work with 5.1 ? :)
I think so, I don't think they changed the mannequin rig
When I initiate the rig, the options for tweaking and the bodyparts etc. do not show up... How can I fix this?
mine too, did you fix it ? teach me how pls :D
@@henrique_paganotto Yes, I restarted blender and tried it again with the ue5 Skeleton and it worked.If still doesn‘t work for you, I would recommend to just try everything out. Thats how I got it to work. I hope I could help you
my character puts his arms up in the air when applying weights haha, how can i fix this
hey man great vid. I just had one problem. When I imported the fbx into unreal, I could only see the insides of the mesh. Any idea where I went wrong?
You have to fix your normals, I have a video about the problem in unity if you want to try find it.
thanks man, I think it had something to do with a hand that i duplicated and mirrored.
Hey man, I seem to have a same problem you had in this demo, with the characters shoulders really high. How would you go around fixing that?
I think you need to make the bones in the shoulders more flat
Did you mean - "Rigging for UE5 Mannequin in Blender!"
I see you can only choose Manny (the male), is it possible to have the female mannequin proportion instead?
You set the proportions yourself to the size of your character
@@ThomasPotter makes sense, thanks et grats for the 10k sub! I may be the 10000th haha
i cant rescale my static mesh.
i CAN do it before initiating the mannequin.
Usually i just like left on scale and drag from the feet circle thing.
doesnt work now.
what a PAIN.
you're probably in pose or edit mode on the rig, so you can't select the base mesh. if you can't follow this video, you might need to do some of the basic blender tutorials first.
@@ThomasPotteralright ill do my homework
auto rig pro and voxel heat mapper ftw
you know how to fix mesh broken when i moving ?
I miss the old hair cut 😢
why there are no body parts, joint tweak, ... in the addon
You might have to use an older version of blender
@@ThomasPotter 👌👌 thanks
how are you turning the rig green?
IDK, the rig does it automatically
click the rig in object mode then go to pose mode, I was also struggling XD
Can this Plugin be used commercially?
No idea, check the gumroad page
When I rotate the neck bone in pose mode the head rotates but the hair and eyes are left behind, anyone know how to fix it?
the hair and eyes are not weight painted to the head
How to drag bone nodes
When I press “automatic weight paint” it does nothing? Why tf can I not figure this out
Are you selecting your mesh and then your rig?
@@ThomasPotter yep, I am just gonna try remodeling the model to see if that works