That was sometimes painfull to watch... ^^ Alt+P for unparenting and keep transform. Mark everything in the outliner - right click - delete hierachy Auto rig pro: Place the points, then you get a skeleton based on your points, then you adjust the bones position so the skeleton aligns with the character since arp has no clue about the depth since you place your points in 2D. After that you match to rig Then you have correct deformation
In order to delete everything when you're deleting a group or folder, you have to right click and choose delete hierarchy. At 1:05 you deleted the groups only, which will keep the objects in the group.
In order to delete things all at once without it "creating copies" Highlight them all as you did but right click and select delete hierarchy instead of delete
@@WerewolvenGames I mean that you can use the UE5 template in the AutoRigPro settings when rigging the character. Then you can just import it with UE5 rig and don't have to retarget anything. That way you only have one skeletal and keep your project clean. Retargeting is only necessary if it's different skeletals.
I would bet, somebody already wrote that, but my UA-cam-Viewer is a mess right now and I am happy, that I at least can write a comment. I am stuck in the middle between too many ads and too many bugs. My own Twillight Zone (cue unnerving music now...) But what I wanted to write: In Blender, when you delete stuff placed in Folder (I guess they are called collections, if I am not mistaken), it deletes the Folder but not the stuff. You need to click with a right click on the folder and choose: "Delete Hierarchy". Then it deletes everything and sends the stuff to the billion of default cubes somewhere in the Blender Nimbus. And now I need to pay attention... I need to get this Blender Auto Rig to Unreal Engine 5 thing working, before loosing my mind completely. So I got only one try left. Cheers!
Would this be a better workflow for Daz3D characters? Exporting them from Daz as an FBX, then autorigging them to the UE Skeleton? Looks much easier than retargeting animations, etc.
mine said "SIX SPINE BONES AND TWO NECK BONES ARE REQUIRED FOR BLAH BLAH BLAH" so I went back to the initial steps and did that. Not sure why it's different lol
Have you tried it on the ue5 manny? I tried to rig a makehuman to it but the ue5 animations played real weird on it, squished shoulders, stretched spine etc
Mmm.. seems to work 50-50. You need to adjust the bones a little. Neck Hands shoulders knees and ancles. Also you need to go for the 4 bones spine or 3..? 😂
TUTORIAL STARTS AT 6:50
thanks
That was sometimes painfull to watch... ^^
Alt+P for unparenting and keep transform.
Mark everything in the outliner - right click - delete hierachy
Auto rig pro:
Place the points, then you get a skeleton based on your points, then you adjust the bones position so the skeleton aligns with the character since arp has no clue about the depth since you place your points in 2D. After that you match to rig
Then you have correct deformation
In order to delete everything when you're deleting a group or folder, you have to right click and choose delete hierarchy. At 1:05 you deleted the groups only, which will keep the objects in the group.
Also when you're deleting stuff you need to right click and delete hierarchy
why you making 1min video intoo 13.30 minute video
In order to delete things all at once without it "creating copies" Highlight them all as you did but right click and select delete hierarchy instead of delete
Would've been cool to see it with the UE5 Mannequin in this UE5 tutorial.
the UE5 mannequin is already rigged to the UE5 skeleton.
@@WerewolvenGames I mean that you can use the UE5 template in the AutoRigPro settings when rigging the character. Then you can just import it with UE5 rig and don't have to retarget anything. That way you only have one skeletal and keep your project clean. Retargeting is only necessary if it's different skeletals.
Finally I got it working.....thanks so much dude!
Props for using D2 character
I would bet, somebody already wrote that, but my UA-cam-Viewer is a mess right now and I am happy, that I at least can write a comment. I am stuck in the middle between too many ads and too many bugs. My own Twillight Zone (cue unnerving music now...) But what I wanted to write: In Blender, when you delete stuff placed in Folder (I guess they are called collections, if I am not mistaken), it deletes the Folder but not the stuff. You need to click with a right click on the folder and choose: "Delete Hierarchy". Then it deletes everything and sends the stuff to the billion of default cubes somewhere in the Blender Nimbus. And now I need to pay attention... I need to get this Blender Auto Rig to Unreal Engine 5 thing working, before loosing my mind completely. So I got only one try left. Cheers!
but it didn't work at all.. in the end, your character is a cripple
Would this be a better workflow for Daz3D characters? Exporting them from Daz as an FBX, then autorigging them to the UE Skeleton? Looks much easier than retargeting animations, etc.
I’m trying this now to create a UE5 skeleton. It works but the shoulders get squished. ??
BUYERS BEWARE RIG WILL BREAK IN UE SQUISHY SHOULDERS
И как это фиксить?
tengo el mismo problema
never understand -. people who has NO experience of blender, creating a video call it tutorial that's the only weird thing at all
20,000 views is your answer - or in other words: someone needed to do it because people needed help with this very particular thing.
@@WerewolvenGames lol but don’t change the fact that you don’t know what you do
mine said "SIX SPINE BONES AND TWO NECK BONES ARE REQUIRED FOR BLAH BLAH BLAH" so I went back to the initial steps and did that. Not sure why it's different lol
Looks cool!
12:50 That jog_fwd animation is you made? or I can find that on Unreal?
I'm new to UE )) Thank you for sharing your knowledge!
that's a free animation that comes with unreal engine, there are many others like it also.
@@WerewolvenGames Thanks!
when deleting multiple things in the scene collection, highlight, right click, delete hierarchy 😃
Have you tried it on the ue5 manny? I tried to rig a makehuman to it but the ue5 animations played real weird on it, squished shoulders, stretched spine etc
as a workaround: try retargeting to UE4 mannequin then go from there. sometimes the ue5 figure doesnt play nice
same, my shoulder become so narrow, I try to find ways the fix it but couldn't.. i tried everything
Mmm.. seems to work 50-50. You need to adjust the bones a little. Neck Hands shoulders knees and ancles. Also you need to go for the 4 bones spine or 3..? 😂
What if I need additional bone for the character for example tails, could it still export to unreal and working fine with RTG
You need twist bones look at the arm in the animation
not working
Blender is not a wierd program, I think you just need to learn it properly.
Blender is not weird, you just has no clue what are you doing
Where is the control rig from Auto-Rig Pro in UE?
finally found a video that works for me