I will gladly give it an try! From what I see so far it’s indeed an “MUST-HAVE-ADDON” for blander + unreal users! I am in my learning in blander, after it I will jump into unreal! Thanks you all for hard work and yes! Cheap price !
Best $15 asset for game development. It does everything he promised, with additional editing features to fine tune your model. I have searched so many tutorials and they always manage to skip over a major detail. A few recommendations to the Developer; keep your tutorials up-to-date with each update and add a feature that imports the textures with the model. Thank you brother! I look forward to seeing your next application.
Thanks for the nice words! I admit that we need to keep the tutorials up to date. The UE addon is actually fully covered, I think. The tuts for the Core GRT addon need an update tho. As for textures, the addon does not currently handle export and import so this is not planned for now.
you have no idea how much i love you after this video and your send2ue video as well :D i have now subbed because i have been really struggling with rigging for like a month now but this way worked flawlessly... you have all my respect dude because you just made my life much more enjoyable haha
Great tutorial! A few things have changed since this release in Unreal Engine 5.3.2, but this was very helpful in figuring out some issues I was having with IK bones being pulled too far, etc. A new tutorial with UE 5.3's new retargeting system would be monumentally helpful!
I have tried so many different tutorials and this is by far the most reliable. Thanks for walking us through it! Also, very interested in a solution to the arm clipping/frog thing if you can. 👍🏽👍🏽
Ive been rigging lego characters and it was not importing properly from the epic fig rig addon but this video helped massive and its imported to unreal and working
I really like this business model, as right now I need something like this for some quick testing but if I were to end up in positin where I need to use it in something proper, well I'd say at least double of the asking seems like fair price
Great video! Is it possible to go back and tweak bones once you've applied rig and weigh painted? I originally made the shoulder bones too high and want to edit them without rigging from scratch.
if anyone has the same problem in the IK Tweak solution. You can try retargeting the anim to the same skeleton(I know it is stupid but it works). So it's left click -> Retarget animations -> Target Skeletal Mesh same one -> Export Animations
The model has since been deleted, and it took some tracking down, but for anyone curious, the model he used in the video did not have a skeleton/armature before he started using the addon.
I have a humanoid character that I used this on and it works almost perfectly, but the foot bends a little weird when the character is performing the ue animations (especially idle and walking). I've checked many times to make sure the bones are placed properly (and redid the rig a few times), but the issue persists. Do you know how I might go about solving this issue?
Well, I ended up getting there on several characters to memorize your workflow well, No errors to encounter, verdict, voxel heat diffuse skining is essential. Now I have to find how to import my skin shader and for the deformation of the body it is always present but this time if it only appears in Unreal engine when I control the character. In the viewport everything looks correct. This time I can't find info on this other problem, deformation, for the textures I should manage, there's a lot of info available on it.
When I add an animation to my character in ue5 the feet seem to slide around a bit. They also go through the floor in certain animations. What would cause this? Also will mention my characters body was different than the UE mannequin so I had to move the bones around a little.
Thank you for making this available, I'm having some issues, the head doesn't seem to rotate even though I've weight painted everything (it is a separate mesh and is conjoined when exported). And I can't use the mannequin 5 physics asset because it says it doesn't have the head bone. But the head bone appears in blender. Any suggestion?
The issue was actually “name clash”, fixed by renaming my character’s head mesh to another name besides head. Kinda different the way unreal deals with names, even though they are different kind of things.
Here it is all good on my side, I managed to solve all the errors that I encountered, even the textures, it was a model that I had created and therefore there were two UV maps, there just had to delete the one that wasn't used. Now, I'm going to find out how to correct the weight errors, I mean by the weight painting which is not optimal but you made a video on the question so I know what I have to do :)
Thank you very much; your tutorials are excellent. Can you tell me if, after rigging the mannequin for Unreal Engine 5, retargeting Mixamo animations onto the root armature, and exporting with the Send2UE addon or manually as FBX, will the animation work properly in Unreal Engine 5 beyond the 3rd person setup, or is the root armature only suitable for the 3rd person setup?
I think with the Uefy pluggin you dont need to use too much or your addom, mainly the bones positioning tools, because the Uefy set the rolls for UE5 compatibility, maybe if you can pass the the skeleton of the Uefly tool to your exporter tool that can be another plus too. and another problem is like procedular bones that need to be animated in Unreal base in another bones, they dont have a easy way to changed to Unreal rolls so they are easy to setup in unreal. if that can be done with your addon in the future can be really useful. One example imagin an armor bone in the lower arm that need to be rotated relative to to hand rotation to avoid penetrations, or a Shoulder pad armor that ajusted relative to the shoulder and Upper arm bones, basically to this one to works better in unreal they need to have the same bone rolls orientation of the parent bone in the case of the Shoulder pad is the Clavicle bone. for solving this problem I got a trick that copy the bone orientation when I apply the Unreal rolls to my custom procedular bones, but the problem is that is copying the orientation for a existing order I can not create one
why i cant pick any of mannequin? Dont have a bar to select one like u in 3:10. EDIT: Turns out i had some confilct with i dont know what to be honest but after i deleted "game_rig_tools_Unreal" Folder from addons list in %appdata% folder and installed it again it works now. I can pick the Quinn5 or Manny4
I love the addon and could add some additional bones for the face but the position of my shoulder was wrong and I wanted to adjust it after the first export but am unsure how to handle this case because you have to apply the transforms before you export but this will **** up the UE5 rig after the adjustments and reapplying the changes. So, any tips on the workflow if you have to make edits?
For fixing "Bone Heat..." warning without another add-on; select your mesh, enter edit mode, select all of the vertices, from menu Mesh - Merge - By Distance; and then parent it. If you still get same warning, change merge by distance's distance by deleting a zero after the comma on tool options; and then parent with auto-weights.
But this will merge vertecies that are close together and destroy your topology and UV map. The bone heat issue normaly appears on high poly meshes, or when vertecies are placed too close together. I avoid this by changing the scale of my scene, to make my mesh 10 times bigger before I parent it to the rig with auto weight. Then I scale it back down with export options.
@@TommyGunsXL I am currently testing to find a workflow from Blender to Unreal Engine 5 with default mannequin skeleton; and right after seeing your comment i checked my UV islands of my "merged by distance" mesh. There was no weird stretching or merging on UVs, nor any topological problems. I used "0.001 m" distance at most ( 0.0005 m also worked) while testing and had none of those problems. I am using Game Rig Tools & Voxel Heat Diffuse Skinning Addons; and for hands/fingers or any close parts of the body it is better to be weighted by Blender's native auto weight for the best result on my tests. One of the addon solves bone error with Surface Diffuse Heat Skinning, but that gives worse results than the native auto weight. I'll keep "scaling" tip in mind just in case, but i really dont want to mess around with scaling, especially after parenting. Unreal barely accepts my models without giving warnings and i dont want to add more by playing around with scaling while it is already working. Thanks for the warning though.
I'm also still looking for an fast and easy way to export UE5 skeleton based rigged charachters from Blender to Unreal 5. I bought Auto Rig Pro for Blender and it works very good so far. I Didn't change the scaling in Blender to match Unreals unit system and it exportet it in the correct size, without the bone heat issue or anything else. It also auto renames all bones when you export with Unreal settings. I added custom bones for some testings (bouncing breast bones... for the sience) and it also worked. Very promising so far, but it's not a free addon. And if "remove by distance" merged vertecies on the default value, you most likely had some bad geometry. I think the default value is 0.0001 m which would be on a microscopic level.
@@TommyGunsXL If you do not have watertight one continueous mesh; which is the usual case where your character has layers of clothes/leather parts/metal parts and bags etc. on top of each other, some vertices can exist really close, that does not mean it has bad geometry. That is also the reason you need voxel heat for weights of those seperate parts unless you dont mind manual weight painting which i am avoiding to have a fast workflow. Auto Rig Pro have it's own exporter for Unreal but i do not use that one for rigging, so i use native Blender fbx export.
Thank you so much this video was much needed, incredibly helpful, and easy to follow. I have been needing this exact setup for my game but haven't been able to find anything like this until now.
Hey this one worked perfectly for a cartoony character. All the retargeting worked and the animations work in play mode but I am having problems with a singular animation which is the “land” animation. the scaling of the character multiplies by almost x10 and then it revert to normal after that animation is over
It sounds like a scaling/squash/stretch problem. I am not sure why it happens in your particular case but I have a video which might help you understand the issue. ua-cam.com/video/8PSj_1-E9uY/v-deo.html
Failed to merge bones solution: In the outliner rename the root bone, probably named root.001 to just root. If you cant do that, you have to delete root from orphan data by going into edit mode, switching the outliner to unused data (box at the top of the outliner), and delete Armatures->root from there as well.
Yes, thanks for that. It seems to be a fairly common problem. I will make a note to add a feature that checks for that or possibly design the addon so that it does not happen in the first place.
@@CGDive Do you happen to have a bug tracker? I think I noticed a bug, I just need to reproduce it first. BTW, Love the tool bro, thanks for making it! I sent you some monies too (attaboys don't pay the bills, lol).
I have used ARP's quick rig shown at the end of this video. i have made my first idle animation but i then realized i created the control rig for the DEFORM armature instead of the Root/Game armature. How badly did i mess up? i am trying and failing to bake/move/copy the animation that's now on the control/deform rig to the root/game rig so i can export it to unreal to test. i'm at my wits end right now
Thank you so much I have tested it already and it works like a charm! Well done with this addon. Is there any chance in the future for a control Rig to come to the addon. Also a video dedicated to creating a control rig for this Mannequin would be awesome. That being said this addon is already very usefull! Thanks agian!
A question if you don't mind: what would be the best, least painful way to rig a character to ue5 skeleton while keeping existing weigths and facial bones or shapekeys? (like from a daz character). I tried to use quick rig, and edited the ref bones to be more in line with the standard (6 spines, 2 twists etc), but the result is bad. It's not even perfect with ARP ue5 spec rigging from 0-but then I would need to transfer the facial bones/shapes somehow. Note what I wrote is about using the default skeleton in ue5, I haven't actually tried to retarget yet, that could work.
Hi, this tutorial is awesome but what if you don't want fingers? Do you edit the tweak rig and delete the fingers, or simply just ignore the fingers? Also, when I edit on the deform rig, it becomes a different rig and doesnt align with the body, is there a way to fix that? NVM just had to apply rig
Hi, I followed the instructions and everything works fine, but as soon as I replace the quinn model with my own, her Upper body works perfectly but her lower body gets messsed up. The legs gets raised up in the air like she's doing yoga in mid air😂😂
Great addon. I'm using it for quite some time now, but recently I encounter one problem with a project, where I have worked with metahuman character. I was needed to attach metahuman head to custom body and I wasn't able to do it currectly this skeleton. Because it's simple version of manny. Metahuman requires full many skeleton version with all these additional torso bones. They used to properly attach head to the body. It will be great if full manny skeleton will be also available in the future.
Hi, I am hoping someone might have an answer for me. When I bring my rigged character into unreal, the characters hands wing out to the side at a 90 degree angle instead of up and down. I do not know what I need to adjust in blender to make it correct in unreal. Any suggestions would be helpful.
I tried to follow this so many times and doesn't matter what I do, It simply will not work properly. 1) Pipeline can't find the Unreal Window even with remote ticked and everything set up. 2) As soon as I add my Skeletal Mesh to BP it gets locked into a T-pose and bones will not move, character just moves around like a scarecrow??
Really nice guide! Was going to ask how to adjust the bones after applying rig, is it possible just to go back and edit a bone, or do you have to restart all over again?
Also lol, it didn't select some part of the armature in the beginning I guess and the scale difference is huge so switching armature did something crazy... I wonder if re scaling helps...
Successfully followed this tutorial and appreciate your excellent work. But I have a question... not sure where to ask it... probably not here ... but can I make new Actions with the Root skeleton provided from this add-on somehow? When I try to add a keyframe it gives the unhelpful error message of, "Keying set failed to insert any keyframes"? but it looks as if thre is a lot of additional functionality to the add on
Great video, thanks! Quick question: if I have a character that is already weight painted to a Daz3D rig, what do you think I could do to transfer those weights to the GRT-UE5 converted character? Your demonstration works well with characters that don't already have a skeleton, but I'd like to match the weights as closely as possible to the original.
@@CGDive Okay, I'd also like to learn how to convert a rigify character to an unreal skeleton. In other words, I'd like to keep the rigify rig for animating but be able to send that work to UE5.
@@surreality2008 Yeah. I don't have a definitive solution for that yet but there are some leads. There is an addon called "one-click rig" that might do the trick. Also, Epic's UE2Rigify could be used for that purpose. I am just not 100% sure at this point. And it might be possible to integrate Rigify into our addon but it's not a priority right now.
@@CGDive I didn't know about one-click rig. Thanks, I'll start experimenting. We're getting closer now. Amazing how difficult it is to get a solid character pipeline working well. I just went back and watched your entire weight painting course yesterday. I really appreciate all the efforts you've put into this domain.
I didn't get an error, but it didn't work parenting with the automatic weights. I did 2 things: M->by distance for the whole mesh, and selecting "keep transform" when parenting and it started working now. Don't know which of these things did it.
If Blender is scaled to use Unreal units, then the scale of the rig needs updating. To properly scale, Immediately after init, leave pose mode for object mode and scale all three rigs 100x. Then everything will remain a 1 scale through out the workflow.
Thanks for your input and idea! For anyone reading, I just want to point out that it is not an officially supported workflow so if it doesn't work out, don't ask me why. 😀
I have followed your videos for creating a rig in Rigify for my humanoid character. I downloaded the voxel heat and your game rig tools add-on. Finally got my mesh weighted nicely and I'm trying to get it into UE5. I don't know if you have a video where you show how to convert the Rigify rig into the GRT Unreal Module. I was trying to follow with this video and just use the generic rig but when I generated the game rig my control rig no longer deforms my mesh. The game rig does, I can deform it with the game rig that's now seperate but I lost my control rig functionality. Am I doing something wrong? I'm not an experienced rigger but I do appreciate your video guides.
There is no workflow to convert Rigify to a UE rig or vice versa. For now. It is possible but the workflows are not something I can explain in a short comment. And I haven't figured out all the details as I like to do...
maybe someone here can help me out. My question is this: when making a character that can change shoes for a game. Do I rig the character bare foot and at 0 on the z scale and then when I rig the shoes I move the armeture up to fit the shoes? or do I have to rerig the character or what is the workflow for that?
Hello, I'm trying to follow the tutorial exactly as you are doing it, however, none of the tweak gizmos show up and I cannot change the transform of any TWEAK bones in pose mode? Any suggestions? Thanks in advance.
Are you using Blender 2.93 or earlier? Sorry if I didn't mention it in this video but the addon works with Blender 3+. In the future I may make it compatible with 2.93.
Tip: someone released "Blend File Importer" for free on the UE marketplace. If you want to review it, or if it imports better for workflow, or if it can help you make your plugin better. A comment already said that UE doesnt update the textures if changed in Blender?
Thank you for this awesome addon. I am facing a issue, When I parent the rig to the character using automatic weight paint the mesh gets deformed very badly. do you have any solution for it ? trying to fix that issue for days now.
Hello, does Game Rig Tools do corrective blendshape keys and Bone corrective shape controllers work in UE5 Control Rig? For example, when you bend an elbow/shoulder the inside of the elbow/shoulder will use corrective blendshapes to correctly deform the elbow/shoulder when it bends in UE5 Control Rig?
Game Rig Tools does nothing regarding blendshapes but they do work. Make sure the driver is pointing to the Root armature (the one you export). Also if you use Send 2 UE, there is a sepcial workflow for exporting blendshapes. Make sure you read the docs.
I get FAILED TO MERGE BONES: This could happen if significant hierarchical changes have been made e.g. insterting a bone between nodes. Would you like to regenerate the Skeleton from this mesh?***Warning: This may invalidate or require recompression of animation data*** any idea why or how to fix this?
Hi. Are you using UE 5.1? And did you add any bones even if it's in the way that is recommended in the video? If so then this is a known problem with Unreal, not our addon. The exact same thing should work in UE 5.0. So I hope it's something that they'll fix in 5.2.
Hi@@CGDive I am using UE 5.1 and no did not add any bones, I was trying to follow along with the tutorial. However for weights I did not use the paid add on voxel Heat diffuse. Instead I tried painting on my own weight maps and parenting the clothes with empty groups. when that didnt work i tried to merge all the objects and still did not work. I tried UE 5.0 and had issues as well. I will try from scratch again in 5.0 and see if that works. Thank you for replying.
@@CGDive When I import my blender/Manny Rig and leave the skeleton blank(none) to compare the skeleton Tree they have the same bones. With the exception of the naming for the root bone. My blenderManny Rig's name changes to root_002. Could that be the problem.? Why would the name change to root_002 when imported to UE5?
@@cesarsarmientojr.5269 I am not sure. Please contact me via email or discord and we'll figure it out. YT comments are not great for this kind of conversation. cgdive.com/contact/
But how do you actually use it? Can I attach it to the animated rig? Is there any module to work with these rigs or are they only made to export the A-posed model to the engine?
I have a question about finger joints. I have been starting the finger bones with the knuckles. But I saw one where joints were being placed above the knuckles and near the wrist. Do you put joints above the knuckles near the wrist? (I've been putting joints on the knuckles, because that works, but was just wondering if I was doing it wrong)
If it's near the wrist that's probably not a finger bone. I must be metacarpal bones (the bones inside the palm of the hand). If there are 3 bones, just place them inside the finger. If there are 4, then the first one is most like likely a metacarpal bone.
@@CGDive At 9:01 in the video above, there are joints on the metacarpal joints, so maybe I thought that is the correct way of doing it because that is what I saw on your video
When I change the mesh to my fbx, the pivot seems not to be at the bottom of the feet, so when I play the game, the leg clipped below the ground. How to fix? From Blender, the character center is already at the bottom of the feet.
@@CGDive Yes, I have make sure that the root armature pivot is at the bottom of the feet. I have recorded the problem if you please could see it? It is the "feet clipping" one.
Just wanted to mention that it does not work out of the box with models from Mixamo, Send-To-Unreal throws a bunch of error messages because it can't create the needed textures. This is NOT a fault of your plugin or Send-To-Unreal but with Mixamo because they are to stupid (as per default with products from Adobe) to correctly pack the models in the first place. Just a heads up if anyone runs into problems with models from that site.
Excellent tutorial! A tip for everyone having problems exporting to unreal, try the better fbx exporter plugin, it fixes all the fbx issues with importing morphs, bones being rotated etc when using fbx as a format. Something i would want some tips on is using the workflow in the video for clothing. If i do everything for a character that i want separate clothing meshes for (that will be separate from the character but needs the same skeleton/weightpainting), what would be a good workflow to set up the clothing meshes (im using daz stuff).
Where can we find this fbx exporter plugin? That is where I hit a wall, the new version of pipeline :send to unreal , says "push assets" and then nothing comes up in unreal after? Please help me ahhh
@@mostafaahmed9441 Thank you!! got past that one but ever have "multiple roots are found in bone hierarchy" error with this rig? is it the rig causing the error?
This is the greatest thing ever!! It's easily the best workflow for UE skeletel meshes I have just two doubts: 1. When making animations, I should animate on the Tweak armature, right? 2. I assume this does not have an impact on the Blendshapes animation export? Since it's object data, Unreal should read them from the mesh, although I'm not sure this works across different meshes...
Good questions, I should have addressed this 1. The tweak rig is not a "control rig", it is not meant for animation. Currently, there is no simple solution for creating custom animations. I'll try to cover how it could be done at some point. 2. Shape keys should work.
when i click "automatic weights " my character becomes giant and stays in a horizontal position, as if he's layed down on the floor, and the armature stands still. Can someone kindly explain why this happens?
So I’ve followed the tutorial as closely as possible and I’m to the point of where I’m trying to import the rig and model into unreal. However when importing, it has a bunch of warnings about name clashes. For example ‘pelvis’ was renamed to ‘pelvis1’ and and it seems to do it for every bone. When trying to apply it to a blueprint, the scale is extremely small and as soon as you move it scales up to normal size while t-posing. Any ideas on what’s going on?
This add-on works great for a single mesh character. I'm trying to rig a hard surface robot with multiple body parts. When I get to the "Switch Parent Armature" step, nothing happens. Is there a workaround for this?
My guess is that you are parenting your hard surface objects directly to bones. This type of parenting is not supported by FBX export and Unreal Engine and therefore it is not supported by the addon. You have to bind your robot by giving each part 100% weight to a specific bone/vertex group.
@@CGDive Thank you very much for your quick response! I thought that might be the case. I'll rework my approach. Again, thanks for the reply. Love the add-on!
One thing that I'd like to ask: The first character is in A pose, the second character is in T pose. What happens if I rig using the U5 mannequin from GRT, but adjust the arms to be at 65º A pose angle? will they work? (I'm rigging a human character).
I've got stuck when using the paid plugin, is it necesseray to get the deform bones to twist the mesh? When i move them they still do not affect my mesh, anyways thanks for the useful video!
First of all the paid addon is not necessary. I consider it a mistake that I included it because some people assume it is a necessary part of the process. If you get "bone heat error" I now have a video dedicated to solving it: ua-cam.com/video/FuiY0wtxdHQ/v-deo.html Ultimately we want the Root armature to deform the mesh as explained in the video.
My send to ue wasnt working because i followed another tutorial,on yours you teach something, the python settings inside project settings and the dialogue show menu, it helps a lot for me! thank you. now i need to manage the texture (materials too) and join face with body (im using vroid model so it is separatedly exported)
Hello, I have only selected the tweak rig by pressing to white circle sign. Then I switched to pose mode but I cant move or rotate or scale any tweak bone while I am in pose mode... As if something is locked.. Why that could be ? And just in case I have also just checked the item bar and there is no locked transformations.
what do you do if it doesnt work? i got this to work before but i dont know whats happening. root exe is enabled, add-ons enabled and even did a restart. any ideas?
Thanks for this tutorial! I hope ull answer because i cant find any solution.. My character has wraps around his hands. With the Deform-Rig it moves all along nicely but if i switch to Unreal Armature it becoms buggy and doesnt move with the character. Do you know why this happens ?
There shouldn't be a difference between Deform and Unreal rig deformations. If you can share your file, get in touch with me via email or discord. See here: cgdive.com/contact/
Hey, so i have added additional bones, however, every time i click on "copy additional bones to root", blender crashes with no warning. do you know the reason for this? i am on blender 4.2 thanks.
hmmmmm that sounds bad and we would definitely like to take a better look at it. Please check your downloads and make sure you are using the right version of the addon for your Blender version. If that doesn't solve it, please email me or write on our discord. Contact info: cgdive.com/contact/
@@CGDive I am using the right addon version and its blender version, it still does not work, i will ask on your discord. Should i ask in "game-rig-tools"? edit: nvm i will just do it
[Solved, see reply] I got a 'failed to merge bones' error when importing the character to UE5.3. Anyone else running into this problem? I have no idea how to fix this or where to start.
possible fix: A mistake on my part. I had two rigs (from an earlier attempt) and I exported rig 'root.001'. I remove the old rig and renamed the new one to 'root' and this fixed the issue.
@@tiberiusgames1109 I had the same issue. but I couldn't rename my bone to just "root". because there was a deleted bone named root in the orphan data. That has to be deleted as well. To delete the orphan data, switch to unused data in the top of the outliner and delete "root" bone. Then you can rename you current bone to root if anyone else has this problem
Excellent tutorial and plugin. I do have a problem that my mesh once imported into UE5.1 and animated has distorted shoulders. All the anims are working. The legs, hips are fine. But the shoulders are square rather than sloped, and wider than they should be. Even the imported mesh inside the blueprint is fine and as it was when exported from Blender. The shoulder bones in Blender seem to be placed upon the shoulder joints, so I am at a loss.
Hi, thanks! Play around with the position of the clavicle bone. A bit higher/lower or towards the inside/outside of the body. If nothing works, feel free to send me your file. I'll take a look when I have some time :)
@@CGDive Ended up importing Quinn and marking where her skeleton matched my mesh, then placed your bones thus and this fixed the issue. I have another question. If I duplicate the deform rig and append IK bones to control it for animation inside Blender, I suppose I should delete the twist bones even though Blender reads them as Deform bones?
I spent all day recovering everything needed for this tutorial, but in the end it doesn't work. First of all there is no longer the send tu unreal option, but push asset. And when I press it unreal it gives me an error. I performed the whole procedure perfectly as in the video, my model in Blender is rigged and works very well. But when I press push asset unreal it gives me an import error. Saying the file is corrupt. I tried exporting the file directly to disk as FBX and opening it with other 3D programs and they also tell me it is corrupt. Everything works great on Blender.
what in the world lol. Trying as a "demo" for now cuz I can't get auto rig pro to give good results. Uh.... if I import the unreal model for example, quinn or manny, they come in fine about the same size as my character. This addon is making the skeleton about the size of their boot. I have my document unit scale set to 0.01 as seems recommended by most things, do I need to change my document settings and scale of everything for this to work or something? xD EDIT: Okay so I just went through with your tutorial but with two changes, I Scaled up all 3 skellys at the start to just match the size of my dude, and then at the last step I applied all transforms setting the skelly and the mesh to 1 again instead of 0.01 skelly and 100 on the mesh. NOT sure if I'll run into other issues but I will say that being able to customize the bones position better has led to a perfect looking result with both idle, walk and running animations retargeted from quinn and/or manny. I do worry about other issues that might result from having the initial skelletons importing so tiny and not relative to the document scale or whatever...not sure.. I'm a bit of a noob, but knowledgeable enough to know that any little thing can lead to a problem later down the line so if you have any insight on that lemme know :P
Hi, glad that you go promising results. Regarding the unit scale: no, you should keep it to the default of 1.0. I know many sources suggest this as a solution but I find that creates problems in Blender itself so I want to avoid it at all cost. So do not change the Unit scale, maybe I should have said that explicitly. What to do with the scale of the armature is explained in the video: -keep it to 0.01 for manual FBX export. -apply the scale if you use Send to Unreal (which I like and recommend)
can I still make and use shape keys and such and will that be reflected in unreal? I have shape keys I need for the hair and the shoulder. (my model is somewhat retro low poly, kinda in between n64 and ps2 style but wanted to add functions such as putting up a hood for example)
hey thank you for this video and tool, have a question is there a way to use the same rig for several other armature/meshes cause tried to transfer the weight and the root but seems not working. thank you
All characters will be rigged with the same type of rig (the UE4 or UE5 mannequin skeleton). I am not sure how you approach and what the problem is. Just rig each character individually in a separate Blender scene.
@@CGDive thank you for the answer. have different character/meshes practically the same, and I want to retarget one and copy the same somehow to the others
I'm having issues with the addon. I cant when I press to apply all transforms my skeleton shirinks and basicaly disapears ( each bone become a tiny small dot). How do I solve it?
I don't sorry. The best I can offer is my general tutorials on weight painting. Once you learn how it works, you can paint armors, cloths, etc. ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
The FBX dialogue pops up, I select SK_Mannequin (UE5.1) and press import and unreal crashes. If I do this without extra bones, then it works. The extra bones is crashing unreal. It also crashes with regular fbx export and import only with additional bones. The bones are parented to the pelvis just as you have it.
@@CGDive No, I created a new blender file to test, added one tail bone to pelvis, and it imports to 5.0.3 but crashes 5.1. I posted logs and information on your discord GRT support forums.
This is from the log, it might help [Line: 763] [2022.12.05-21.24.13:462][141]LogWindows: Error: Array index out of bounds: 111 from an array of size 106
I also want you to know I greatly appreciate what you have made. It is such a basic feature that we need in Blender for Unreal engine. A simple SK_Mannequin hierarchy addon that converts orientations from blender to unreal armature. There is no need for a rig in blender for Unreal, as Unreal has Control Rigs and animations should be done in the engine. All other addons are bloat. Your addon is the most direct simple addon that is needed. Unreal Engine 5.0, in my opinion, should have stayed in Beta until the features for nanite and lumen were completed like in 5.1. So 5.1 is the real Unreal Engine 5 as it should have been. So if you could please update your addon, it would be greatly appreciated. Thanks!
Unfortunately it is not working in my pipe line i am unable to send to unreal that option doesnt show up and i have it installed and turned on to use on preferences
**IMPORTANT: Here is a video about how to solve Bone Heat error without addons:**
ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
I will gladly give it an try! From what I see so far it’s indeed an “MUST-HAVE-ADDON” for blander + unreal users! I am in my learning in blander, after it I will jump into unreal! Thanks you all for hard work and yes! Cheap price !
Best $15 asset for game development. It does everything he promised, with additional editing features to fine tune your model. I have searched so many tutorials and they always manage to skip over a major detail. A few recommendations to the Developer; keep your tutorials up-to-date with each update and add a feature that imports the textures with the model. Thank you brother! I look forward to seeing your next application.
Thanks for the nice words!
I admit that we need to keep the tutorials up to date.
The UE addon is actually fully covered, I think. The tuts for the Core GRT addon need an update tho.
As for textures, the addon does not currently handle export and import so this is not planned for now.
you have no idea how much i love you after this video and your send2ue video as well :D i have now subbed because i have been really struggling with rigging for like a month now but this way worked flawlessly... you have all my respect dude because you just made my life much more enjoyable haha
Awesome and thanks for subbing!
Great tutorial! A few things have changed since this release in Unreal Engine 5.3.2, but this was very helpful in figuring out some issues I was having with IK bones being pulled too far, etc.
A new tutorial with UE 5.3's new retargeting system would be monumentally helpful!
yes please i would also really like to see this soon!!!!
I have tried so many different tutorials and this is by far the most reliable. Thanks for walking us through it! Also, very interested in a solution to the arm clipping/frog thing if you can. 👍🏽👍🏽
That Voxel Heat Diffuse skinning addon is incredible things for mentioning it.
Glad you like it. I have a video just about it
ua-cam.com/video/QoKwjvuXb9I/v-deo.html
Only this tutorial tells you how to do the "Fix" part, I love this!
Nice!
Yesterday I found out and watched your video about the addon for UE4 and was like 'This is awesome. I wonder how long till we get an addon for UE5"
Ive been rigging lego characters and it was not importing properly from the epic fig rig addon but this video helped massive and its imported to unreal and working
I really like this business model, as right now I need something like this for some quick testing but if I were to end up in positin where I need to use it in something proper, well I'd say at least double of the asking seems like fair price
Great video! Is it possible to go back and tweak bones once you've applied rig and weigh painted? I originally made the shoulder bones too high and want to edit them without rigging from scratch.
if anyone has the same problem in the IK Tweak solution. You can try retargeting the anim to the same skeleton(I know it is stupid but it works). So it's left click -> Retarget animations -> Target Skeletal Mesh same one -> Export Animations
The model has since been deleted, and it took some tracking down, but for anyone curious, the model he used in the video did not have a skeleton/armature before he started using the addon.
Another marvelous explanation from CGDive! Great video! I can't wait to try this on my U5 project. Thanks for the update!
Very welcome!
@@CGDive can you make a tutorial how to change the characters in lyra using the cartoon animal for example
@@samsunga5634 I'll keep it mind but I haven't even looked into Lyra yet.
I have a humanoid character that I used this on and it works almost perfectly, but the foot bends a little weird when the character is performing the ue animations (especially idle and walking). I've checked many times to make sure the bones are placed properly (and redid the rig a few times), but the issue persists. Do you know how I might go about solving this issue?
Same issue, trying to figur it out myself
Thank you so much. I gotta try out UE5 really soon
Well, I ended up getting there on several characters to memorize your workflow well, No errors to encounter, verdict, voxel heat diffuse skining is essential.
Now I have to find how to import my skin shader and for the deformation of the body it is always present but this time if it only appears in Unreal engine when I control the character. In the viewport everything looks correct.
This time I can't find info on this other problem, deformation, for the textures I should manage, there's a lot of info available on it.
When I add an animation to my character in ue5 the feet seem to slide around a bit. They also go through the floor in certain animations. What would cause this? Also will mention my characters body was different than the UE mannequin so I had to move the bones around a little.
Thank you for making this available, I'm having some issues, the head doesn't seem to rotate even though I've weight painted everything (it is a separate mesh and is conjoined when exported). And I can't use the mannequin 5 physics asset because it says it doesn't have the head bone. But the head bone appears in blender. Any suggestion?
The issue was actually “name clash”, fixed by renaming my character’s head mesh to another name besides head. Kinda different the way unreal deals with names, even though they are different kind of things.
Cool, glad you solved it!
Here it is all good on my side, I managed to solve all the errors that I encountered, even the textures, it was a model that I had created and therefore there were two UV maps, there just had to delete the one that wasn't used.
Now, I'm going to find out how to correct the weight errors, I mean by the weight painting which is not optimal but you made a video on the question so I know what I have to do :)
Thank you very much; your tutorials are excellent. Can you tell me if, after rigging the mannequin for Unreal Engine 5, retargeting Mixamo animations onto the root armature, and exporting with the Send2UE addon or manually as FBX, will the animation work properly in Unreal Engine 5 beyond the 3rd person setup, or is the root armature only suitable for the 3rd person setup?
I think with the Uefy pluggin you dont need to use too much or your addom, mainly the bones positioning tools, because the Uefy set the rolls for UE5 compatibility, maybe if you can pass the the skeleton of the Uefly tool to your exporter tool that can be another plus too.
and another problem is like procedular bones that need to be animated in Unreal base in another bones, they dont have a easy way to changed to Unreal rolls so they are easy to setup in unreal. if that can be done with your addon in the future can be really useful.
One example imagin an armor bone in the lower arm that need to be rotated relative to to hand rotation to avoid penetrations, or a Shoulder pad armor that ajusted relative to the shoulder and Upper arm bones, basically to this one to works better in unreal they need to have the same bone rolls orientation of the parent bone in the case of the Shoulder pad is the Clavicle bone.
for solving this problem I got a trick that copy the bone orientation when I apply the Unreal rolls to my custom procedular bones, but the problem is that is copying the orientation for a existing order I can not create one
why i cant pick any of mannequin? Dont have a bar to select one like u in 3:10. EDIT: Turns out i had some confilct with i dont know what to be honest but after i deleted "game_rig_tools_Unreal" Folder from addons list in %appdata% folder and installed it again it works now. I can pick the Quinn5 or Manny4
I love the addon and could add some additional bones for the face but the position of my shoulder was wrong and I wanted to adjust it after the first export but am unsure how to handle this case because you have to apply the transforms before you export but this will **** up the UE5 rig after the adjustments and reapplying the changes.
So, any tips on the workflow if you have to make edits?
Adding bones is covered in the video. 18:49 That is the only way I recommend doing it.
You are just simply amazing! Will support your plugin definitely!❤
For fixing "Bone Heat..." warning without another add-on; select your mesh, enter edit mode, select all of the vertices, from menu Mesh - Merge - By Distance; and then parent it. If you still get same warning, change merge by distance's distance by deleting a zero after the comma on tool options; and then parent with auto-weights.
But this will merge vertecies that are close together and destroy your topology and UV map. The bone heat issue normaly appears on high poly meshes, or when vertecies are placed too close together. I avoid this by changing the scale of my scene, to make my mesh 10 times bigger before I parent it to the rig with auto weight. Then I scale it back down with export options.
@@TommyGunsXL I am currently testing to find a workflow from Blender to Unreal Engine 5 with default mannequin skeleton; and right after seeing your comment i checked my UV islands of my "merged by distance" mesh. There was no weird stretching or merging on UVs, nor any topological problems. I used "0.001 m" distance at most ( 0.0005 m also worked) while testing and had none of those problems. I am using Game Rig Tools & Voxel Heat Diffuse Skinning Addons; and for hands/fingers or any close parts of the body it is better to be weighted by Blender's native auto weight for the best result on my tests. One of the addon solves bone error with Surface Diffuse Heat Skinning, but that gives worse results than the native auto weight.
I'll keep "scaling" tip in mind just in case, but i really dont want to mess around with scaling, especially after parenting. Unreal barely accepts my models without giving warnings and i dont want to add more by playing around with scaling while it is already working. Thanks for the warning though.
@@TommyGunsXL Just relax all the vertexes, thank me later. I didn't even have to merge anything! (Maybe once for a clean up?)
I'm also still looking for an fast and easy way to export UE5 skeleton based rigged charachters from Blender to Unreal 5. I bought Auto Rig Pro for Blender and it works very good so far. I Didn't change the scaling in Blender to match Unreals unit system and it exportet it in the correct size, without the bone heat issue or anything else. It also auto renames all bones when you export with Unreal settings. I added custom bones for some testings (bouncing breast bones... for the sience) and it also worked. Very promising so far, but it's not a free addon.
And if "remove by distance" merged vertecies on the default value, you most likely had some bad geometry. I think the default value is 0.0001 m which would be on a microscopic level.
@@TommyGunsXL If you do not have watertight one continueous mesh; which is the usual case where your character has layers of clothes/leather parts/metal parts and bags etc. on top of each other, some vertices can exist really close, that does not mean it has bad geometry. That is also the reason you need voxel heat for weights of those seperate parts unless you dont mind manual weight painting which i am avoiding to have a fast workflow. Auto Rig Pro have it's own exporter for Unreal but i do not use that one for rigging, so i use native Blender fbx export.
Thank you so much this video was much needed, incredibly helpful, and easy to follow. I have been needing this exact setup for my game but haven't been able to find anything like this until now.
And what if I already have an unreal engine rig? and I just want to use it.. generate Tweak and Deform rigs and work on them?
Hey this one worked perfectly for a cartoony character. All the retargeting worked and the animations work in play mode but I am having problems with a singular animation which is the “land” animation. the scaling of the character multiplies by almost x10 and then it revert to normal after that animation is over
It sounds like a scaling/squash/stretch problem. I am not sure why it happens in your particular case but I have a video which might help you understand the issue.
ua-cam.com/video/8PSj_1-E9uY/v-deo.html
Great tutorial, fantastic addon! Thanks for everything!
You're very welcome!
Failed to merge bones solution: In the outliner rename the root bone, probably named root.001 to just root. If you cant do that, you have to delete root from orphan data by going into edit mode, switching the outliner to unused data (box at the top of the outliner), and delete Armatures->root from there as well.
This is a lifesaver thank you!
@@willmacrae2310 lol. I didn't think anyone would read it as there are a billion comments. I wrote it as a note for myself. Lol, glad it helped!
Yes, thanks for that. It seems to be a fairly common problem. I will make a note to add a feature that checks for that or possibly design the addon so that it does not happen in the first place.
@@CGDive Do you happen to have a bug tracker? I think I noticed a bug, I just need to reproduce it first.
BTW, Love the tool bro, thanks for making it! I sent you some monies too (attaboys don't pay the bills, lol).
@@codymccarty9327 We might have a proper bug tracker in the future. For now, we mainly take bug reports through Discord discord.gg/j8SQCjFsXP
I have used ARP's quick rig shown at the end of this video. i have made my first idle animation but i then realized i created the control rig for the DEFORM armature instead of the Root/Game armature.
How badly did i mess up? i am trying and failing to bake/move/copy the animation that's now on the control/deform rig to the root/game rig so i can export it to unreal to test.
i'm at my wits end right now
Thank you so much I have tested it already and it works like a charm! Well done with this addon. Is there any chance in the future for a control Rig to come to the addon. Also a video dedicated to creating a control rig for this Mannequin would be awesome. That being said this addon is already very usefull! Thanks agian!
A question if you don't mind: what would be the best, least painful way to rig a character to ue5 skeleton while keeping existing weigths and facial bones or shapekeys? (like from a daz character). I tried to use quick rig, and edited the ref bones to be more in line with the standard (6 spines, 2 twists etc), but the result is bad. It's not even perfect with ARP ue5 spec rigging from 0-but then I would need to transfer the facial bones/shapes somehow. Note what I wrote is about using the default skeleton in ue5, I haven't actually tried to retarget yet, that could work.
I am not sure about that sorry. Maybe you should just retarget in UE. The unreal retargeter is quite powerful.
Hi, this tutorial is awesome but what if you don't want fingers? Do you edit the tweak rig and delete the fingers, or simply just ignore the fingers?
Also, when I edit on the deform rig, it becomes a different rig and doesnt align with the body, is there a way to fix that?
NVM just had to apply rig
now im in love with this guy
Hi, I followed the instructions and everything works fine, but as soon as I replace the quinn model with my own, her Upper body works perfectly but her lower body gets messsed up. The legs gets raised up in the air like she's doing yoga in mid air😂😂
Hi CGDive is there a way to preview the mannequi or manny animations in blender on my rigged character with this addon?
Extremely helpful. Thank you, man.
When I import the character and stick the manny 5 control rig on it, the character's arms end up flipped all over the place. What am I doing wrong?
Thank you so much for this. I cant get AutorigPro to work with UE5 but your stuff is basically better. Cheers!
Great addon. I'm using it for quite some time now, but recently I encounter one problem with a project, where I have worked with metahuman character. I was needed to attach metahuman head to custom body and I wasn't able to do it currectly this skeleton. Because it's simple version of manny. Metahuman requires full many skeleton version with all these additional torso bones. They used to properly attach head to the body.
It will be great if full manny skeleton will be also available in the future.
Yeah, we are considering that. Thanks for the suggestion!
When AccuRig exports UE5 I’ll be a happy man.
Hi, I am hoping someone might have an answer for me. When I bring my rigged character into unreal, the characters hands wing out to the side at a 90 degree angle instead of up and down. I do not know what I need to adjust in blender to make it correct in unreal. Any suggestions would be helpful.
I tried to follow this so many times and doesn't matter what I do, It simply will not work properly. 1) Pipeline can't find the Unreal Window even with remote ticked and everything set up. 2) As soon as I add my Skeletal Mesh to BP it gets locked into a T-pose and bones will not move, character just moves around like a scarecrow??
Really nice guide! Was going to ask how to adjust the bones after applying rig, is it possible just to go back and edit a bone, or do you have to restart all over again?
It's safest to start over. In the future, I hope to make it more robust so that you can tweak things as much as you like.
Is it possible to convert an existing rigify Rig, with animation ? I don't want to redo everything I've made so far
Also lol, it didn't select some part of the armature in the beginning I guess and the scale difference is huge so switching armature did something crazy... I wonder if re scaling helps...
Yes, scaling is one of the factors :) Again here is my video ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
Successfully followed this tutorial and appreciate your excellent work.
But I have a question... not sure where to ask it... probably not here ... but can I make new Actions with the Root skeleton provided from this add-on somehow? When I try to add a keyframe it gives the unhelpful error message of, "Keying set failed to insert any keyframes"? but it looks as if thre is a lot of additional functionality to the add on
really bless you for being you love you great job we need people like you your appreciated!!!!!!!!!
Thanks, Mike!
Great video, thanks! Quick question: if I have a character that is already weight painted to a Daz3D rig, what do you think I could do to transfer those weights to the GRT-UE5 converted character? Your demonstration works well with characters that don't already have a skeleton, but I'd like to match the weights as closely as possible to the original.
Yeah, I understand but it's not something we support at the moment. I'll add it to the list of ideas tho!
@@CGDive Okay, I'd also like to learn how to convert a rigify character to an unreal skeleton. In other words, I'd like to keep the rigify rig for animating but be able to send that work to UE5.
@@surreality2008 Yeah. I don't have a definitive solution for that yet but there are some leads. There is an addon called "one-click rig" that might do the trick. Also, Epic's UE2Rigify could be used for that purpose. I am just not 100% sure at this point.
And it might be possible to integrate Rigify into our addon but it's not a priority right now.
@@CGDive I didn't know about one-click rig. Thanks, I'll start experimenting. We're getting closer now. Amazing how difficult it is to get a solid character pipeline working well. I just went back and watched your entire weight painting course yesterday. I really appreciate all the efforts you've put into this domain.
@@surreality2008 Oh, nice! And thank you. It is a lot of effort but people appreciate it so it's worth it!
thank you for the tutorial,this is what i looking for
my character is slightly off the ground as in the root bone is slightly off the ground compared to the standard mannequin?
Is this a question? :D
@@CGDive actually Its weird it is off the ground when viewing Skelton in editor but when playing game it's slightly below the ground lol
I didn't get an error, but it didn't work parenting with the automatic weights. I did 2 things: M->by distance for the whole mesh, and selecting "keep transform" when parenting and it started working now. Don't know which of these things did it.
Regarding the Bone Heat Error, I now have a video about it outlining all possible solution I know of
ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
If Blender is scaled to use Unreal units, then the scale of the rig needs updating. To properly scale, Immediately after init, leave pose mode for object mode and scale all three rigs 100x. Then everything will remain a 1 scale through out the workflow.
Thanks for your input and idea!
For anyone reading, I just want to point out that it is not an officially supported workflow so if it doesn't work out, don't ask me why. 😀
I have followed your videos for creating a rig in Rigify for my humanoid character. I downloaded the voxel heat and your game rig tools add-on. Finally got my mesh weighted nicely and I'm trying to get it into UE5. I don't know if you have a video where you show how to convert the Rigify rig into the GRT Unreal Module. I was trying to follow with this video and just use the generic rig but when I generated the game rig my control rig no longer deforms my mesh. The game rig does, I can deform it with the game rig that's now seperate but I lost my control rig functionality.
Am I doing something wrong? I'm not an experienced rigger but I do appreciate your video guides.
There is no workflow to convert Rigify to a UE rig or vice versa. For now.
It is possible but the workflows are not something I can explain in a short comment. And I haven't figured out all the details as I like to do...
what up hope this works fo me had nothing but trouble with the other again THANX FOR YOUR WORK
maybe someone here can help me out. My question is this:
when making a character that can change shoes for a game. Do I rig the character bare foot and at 0 on the z scale and then when I rig the shoes I move the armeture up to fit the shoes? or do I have to rerig the character or what is the workflow for that?
Hello, I'm trying to follow the tutorial exactly as you are doing it, however, none of the tweak gizmos show up and I cannot change the transform of any TWEAK bones in pose mode? Any suggestions? Thanks in advance.
Are you using Blender 2.93 or earlier? Sorry if I didn't mention it in this video but the addon works with Blender 3+.
In the future I may make it compatible with 2.93.
@@CGDive This was exactly the problem, thank you very much!
@@CDifferently Nice, thanks for the report!
Tip: someone released "Blend File Importer" for free on the UE marketplace. If you want to review it, or if it imports better for workflow, or if it can help you make your plugin better.
A comment already said that UE doesnt update the textures if changed in Blender?
I saw it. I think it's for static meshes only. Still need to test it.
Thank you for this awesome addon. I am facing a issue, When I parent the rig to the character using automatic weight paint the mesh gets deformed very badly. do you have any solution for it ? trying to fix that issue for days now.
found a fix? i have the same issue
@@jakobk2968 nope no luck.
definitely check this out when i have a chance
Hello, does Game Rig Tools do corrective blendshape keys and Bone corrective shape controllers work in UE5 Control Rig? For example, when you bend an elbow/shoulder the inside of the elbow/shoulder will use corrective blendshapes to correctly deform the elbow/shoulder when it bends in UE5 Control Rig?
Game Rig Tools does nothing regarding blendshapes but they do work. Make sure the driver is pointing to the Root armature (the one you export). Also if you use Send 2 UE, there is a sepcial workflow for exporting blendshapes. Make sure you read the docs.
I get FAILED TO MERGE BONES: This could happen if significant hierarchical changes have been made e.g. insterting a bone between nodes. Would you like to regenerate the Skeleton from this mesh?***Warning: This may invalidate or require recompression of animation data***
any idea why or how to fix this?
Hi. Are you using UE 5.1? And did you add any bones even if it's in the way that is recommended in the video?
If so then this is a known problem with Unreal, not our addon. The exact same thing should work in UE 5.0. So I hope it's something that they'll fix in 5.2.
Hi@@CGDive I am using UE 5.1 and no did not add any bones, I was trying to follow along with the tutorial. However for weights I did not use the paid add on voxel Heat diffuse. Instead I tried painting on my own weight maps and parenting the clothes with empty groups. when that didnt work i tried to merge all the objects and still did not work. I tried UE 5.0 and had issues as well. I will try from scratch again in 5.0 and see if that works. Thank you for replying.
@@cesarsarmientojr.5269 Hmmm, if you don't add any bones it should work. And Voxel heat is not essential at all. Let me know how it goes next.
@@CGDive When I import my blender/Manny Rig and leave the skeleton blank(none) to compare the skeleton Tree they have the same bones. With the exception of the naming for the root bone. My blenderManny Rig's name changes to root_002. Could that be the problem.? Why would the name change to root_002 when imported to UE5?
@@cesarsarmientojr.5269 I am not sure. Please contact me via email or discord and we'll figure it out. YT comments are not great for this kind of conversation.
cgdive.com/contact/
But how do you actually use it? Can I attach it to the animated rig? Is there any module to work with these rigs or are they only made to export the A-posed model to the engine?
I have a question about finger joints. I have been starting the finger bones with the knuckles. But I saw one where joints were being placed above the knuckles and near the wrist. Do you put joints above the knuckles near the wrist? (I've been putting joints on the knuckles, because that works, but was just wondering if I was doing it wrong)
If it's near the wrist that's probably not a finger bone. I must be metacarpal bones (the bones inside the palm of the hand). If there are 3 bones, just place them inside the finger. If there are 4, then the first one is most like likely a metacarpal bone.
@@CGDive At 9:01 in the video above, there are joints on the metacarpal joints, so maybe I thought that is the correct way of doing it because that is what I saw on your video
@@PPp-fg3ps Hi. Are you asking about Unreal or about rigging in general? I am getting a bit confused. :)
@@CGDive for unreal ^_^
@@PPp-fg3ps If it's for UE5 then just follow this guide. Both metacarpals and fingers should be placed correctly to get good deformations.
When I change the mesh to my fbx, the pivot seems not to be at the bottom of the feet, so when I play the game, the leg clipped below the ground. How to fix? From Blender, the character center is already at the bottom of the feet.
You should check the pivot of the armature, not the character mesh.
@@CGDive Yes, I have make sure that the root armature pivot is at the bottom of the feet. I have recorded the problem if you please could see it? It is the "feet clipping" one.
You saved my game, thanks!
Just wanted to mention that it does not work out of the box with models from Mixamo, Send-To-Unreal throws a bunch of error messages because it can't create the needed textures. This is NOT a fault of your plugin or Send-To-Unreal but with Mixamo because they are to stupid (as per default with products from Adobe) to correctly pack the models in the first place. Just a heads up if anyone runs into problems with models from that site.
Thanks for the info!
Excellent tutorial!
A tip for everyone having problems exporting to unreal, try the better fbx exporter plugin, it fixes all the fbx issues with importing morphs, bones being rotated etc when using fbx as a format.
Something i would want some tips on is using the workflow in the video for clothing.
If i do everything for a character that i want separate clothing meshes for (that will be separate from the character but needs the same skeleton/weightpainting), what would be a good workflow to set up the clothing meshes (im using daz stuff).
For cloths the Data Transfer modfier can be used to get the weights from the main body onto the cloths. I will make a tutorial about that soon.
Where can we find this fbx exporter plugin? That is where I hit a wall, the new version of pipeline :send to unreal , says "push assets" and then nothing comes up in unreal after? Please help me ahhh
@@nathanp.3909 You must apply transforms first before exporting it
@@mostafaahmed9441 Thank you!! got past that one but ever have "multiple roots are found in bone hierarchy" error with this rig? is it the rig causing the error?
@@nathanp.3909 I'm having the exact same issue, any fixes?
This is the greatest thing ever!! It's easily the best workflow for UE skeletel meshes
I have just two doubts:
1. When making animations, I should animate on the Tweak armature, right?
2. I assume this does not have an impact on the Blendshapes animation export? Since it's object data, Unreal should read them from the mesh, although I'm not sure this works across different meshes...
Good questions, I should have addressed this
1. The tweak rig is not a "control rig", it is not meant for animation. Currently, there is no simple solution for creating custom animations. I'll try to cover how it could be done at some point.
2. Shape keys should work.
@@CGDive Creating a Control Rig in UE5 and animating in UE's Sequencer is also a possibility. It's just that Blender is a lot easier for animation
when i click "automatic weights " my character becomes giant and stays in a horizontal position, as if he's layed down on the floor, and the armature stands still. Can someone kindly explain why this happens?
So I’ve followed the tutorial as closely as possible and I’m to the point of where I’m trying to import the rig and model into unreal. However when importing, it has a bunch of warnings about name clashes. For example ‘pelvis’ was renamed to ‘pelvis1’ and and it seems to do it for every bone. When trying to apply it to a blueprint, the scale is extremely small and as soon as you move it scales up to normal size while t-posing. Any ideas on what’s going on?
did u figure it out?
Excellent video. When do you think you can do the riggify part using this method? I'm having a hard time finding a solution
Not sure yet, sorry.
This add-on works great for a single mesh character. I'm trying to rig a hard surface robot with multiple body parts. When I get to the "Switch Parent Armature" step, nothing happens. Is there a workaround for this?
My guess is that you are parenting your hard surface objects directly to bones. This type of parenting is not supported by FBX export and Unreal Engine and therefore it is not supported by the addon. You have to bind your robot by giving each part 100% weight to a specific bone/vertex group.
@@CGDive Thank you very much for your quick response! I thought that might be the case. I'll rework my approach. Again, thanks for the reply. Love the add-on!
@@bringfire Nice!
One thing that I'd like to ask: The first character is in A pose, the second character is in T pose. What happens if I rig using the U5 mannequin from GRT, but adjust the arms to be at 65º A pose angle? will they work? (I'm rigging a human character).
In my tests the pose of the character did not affect the result even when animations are applied in UE.
I've got stuck when using the paid plugin, is it necesseray to get the deform bones to twist the mesh? When i move them they still do not affect my mesh, anyways thanks for the useful video!
First of all the paid addon is not necessary. I consider it a mistake that I included it because some people assume it is a necessary part of the process. If you get "bone heat error" I now have a video dedicated to solving it:
ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
Ultimately we want the Root armature to deform the mesh as explained in the video.
u saved me - and for that, i thank you sir!
ha, Awsome!
My send to ue wasnt working because i followed another tutorial,on yours you teach something, the python settings inside project settings and the dialogue show menu, it helps a lot for me! thank you.
now i need to manage the texture (materials too) and join face with body (im using vroid model so it is separatedly exported)
Hello, I have only selected the tweak rig by pressing to white circle sign. Then I switched to pose mode but I cant move or rotate or scale any tweak bone while I am in pose mode... As if something is locked.. Why that could be ? And just in case I have also just checked the item bar and there is no locked transformations.
Solution is that there is mute/unmute bar at top of the screen. It is muted in me at the begining.
It would be awesome to see Uefy to U5 rig from Blender.
Yeah, uefy looks good and I bought it a long time ago but I found the learning curve a bit steep. So I never went too deep into it.
what do you do if it doesnt work? i got this to work before but i dont know whats happening. root exe is enabled, add-ons enabled and even did a restart. any ideas?
this helped me so much!!! Thank you!
Thanks for this tutorial!
I hope ull answer because i cant find any solution.. My character has wraps around his hands. With the Deform-Rig it moves all along nicely but if i switch to Unreal Armature it becoms buggy and doesnt move with the character. Do you know why this happens ?
There shouldn't be a difference between Deform and Unreal rig deformations. If you can share your file, get in touch with me via email or discord. See here:
cgdive.com/contact/
Hey, so i have added additional bones, however, every time i click on "copy additional bones to root", blender crashes with no warning. do you know the reason for this? i am on blender 4.2 thanks.
hmmmmm that sounds bad and we would definitely like to take a better look at it. Please check your downloads and make sure you are using the right version of the addon for your Blender version. If that doesn't solve it, please email me or write on our discord. Contact info:
cgdive.com/contact/
@@CGDive I am using the right addon version and its blender version, it still does not work, i will ask on your discord. Should i ask in "game-rig-tools"?
edit: nvm i will just do it
This is so helpful! 💞
how do you avoid issues with the IK bones? They tend to be automatically assigned weights using your workflow
I don't think you are following my workflow. The Deform skeleton does not have the IK bones so no weights should be assigned to them.
@@CGDive ah i see
[Solved, see reply] I got a 'failed to merge bones' error when importing the character to UE5.3. Anyone else running into this problem? I have no idea how to fix this or where to start.
possible fix: A mistake on my part. I had two rigs (from an earlier attempt) and I exported rig 'root.001'. I remove the old rig and renamed the new one to 'root' and this fixed the issue.
@@tiberiusgames1109 I had the same issue. but I couldn't rename my bone to just "root". because there was a deleted bone named root in the orphan data. That has to be deleted as well. To delete the orphan data, switch to unused data in the top of the outliner and delete "root" bone. Then you can rename you current bone to root if anyone else has this problem
@@codymccarty9327 Thank you!
31:25 how can I do this arm offset? thank you cgdive you a legend bro
Excellent tutorial and plugin. I do have a problem that my mesh once imported into UE5.1 and animated has distorted shoulders. All the anims are working. The legs, hips are fine. But the shoulders are square rather than sloped, and wider than they should be. Even the imported mesh inside the blueprint is fine and as it was when exported from Blender. The shoulder bones in Blender seem to be placed upon the shoulder joints, so I am at a loss.
Hi, thanks!
Play around with the position of the clavicle bone. A bit higher/lower or towards the inside/outside of the body. If nothing works, feel free to send me your file. I'll take a look when I have some time :)
@@CGDive Ended up importing Quinn and marking where her skeleton matched my mesh, then placed your bones thus and this fixed the issue.
I have another question. If I duplicate the deform rig and append IK bones to control it for animation inside Blender, I suppose I should delete the twist bones even though Blender reads them as Deform bones?
I spent all day recovering everything needed for this tutorial, but in the end it doesn't work.
First of all there is no longer the send tu unreal option, but push asset.
And when I press it unreal it gives me an error.
I performed the whole procedure perfectly as in the video, my model in Blender is rigged and works very well.
But when I press push asset unreal it gives me an import error. Saying the file is corrupt.
I tried exporting the file directly to disk as FBX and opening it with other 3D programs and they also tell me it is corrupt.
Everything works great on Blender.
@@jumbleeanimation_ i Just export from Blender in standard mode.
I dont have a joint tweak option! :(
Same here :/
@@FonswerthFilms I fixed it, Install the one "Game Rig Tools Unreal Blender 4.2" Not the 'unreal v111'
@@zacharystephens174 Thank you! It worked for me too!
Yes, it's almost always a version mismatch that causes problems. Glad you figured it out!
what in the world lol. Trying as a "demo" for now cuz I can't get auto rig pro to give good results. Uh.... if I import the unreal model for example, quinn or manny, they come in fine about the same size as my character. This addon is making the skeleton about the size of their boot. I have my document unit scale set to 0.01 as seems recommended by most things, do I need to change my document settings and scale of everything for this to work or something? xD
EDIT: Okay so I just went through with your tutorial but with two changes, I Scaled up all 3 skellys at the start to just match the size of my dude, and then at the last step I applied all transforms setting the skelly and the mesh to 1 again instead of 0.01 skelly and 100 on the mesh. NOT sure if I'll run into other issues but I will say that being able to customize the bones position better has led to a perfect looking result with both idle, walk and running animations retargeted from quinn and/or manny. I do worry about other issues that might result from having the initial skelletons importing so tiny and not relative to the document scale or whatever...not sure.. I'm a bit of a noob, but knowledgeable enough to know that any little thing can lead to a problem later down the line so if you have any insight on that lemme know :P
Hi, glad that you go promising results.
Regarding the unit scale: no, you should keep it to the default of 1.0. I know many sources suggest this as a solution but I find that creates problems in Blender itself so I want to avoid it at all cost. So do not change the Unit scale, maybe I should have said that explicitly.
What to do with the scale of the armature is explained in the video:
-keep it to 0.01 for manual FBX export.
-apply the scale if you use Send to Unreal (which I like and recommend)
can I still make and use shape keys and such and will that be reflected in unreal? I have shape keys I need for the hair and the shoulder. (my model is somewhat retro low poly, kinda in between n64 and ps2 style but wanted to add functions such as putting up a hood for example)
You probably have this bug/issue. You should start over
ua-cam.com/video/VcGM14fa6E0/v-deo.html
hey thank you for this video and tool, have a question is there a way to use the same rig for several other armature/meshes
cause tried to transfer the weight and the root but seems not working.
thank you
All characters will be rigged with the same type of rig (the UE4 or UE5 mannequin skeleton).
I am not sure how you approach and what the problem is. Just rig each character individually in a separate Blender scene.
@@CGDive thank you for the answer. have different character/meshes practically the same, and I want to retarget one and copy the same somehow to the others
I'm having issues with the addon. I cant when I press to apply all transforms my skeleton shirinks and basicaly disapears ( each bone become a tiny small dot). How do I solve it?
I am 99% sure that you missed one of the steps in the process. Please contact me through discord or email with more info
cgdive.com/contact/
Thank you so much! I have a question: what if the character has an armor. Do you have a tutorial on how to skin it after using this tool?
I don't sorry. The best I can offer is my general tutorials on weight painting. Once you learn how it works, you can paint armors, cloths, etc.
ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
The FBX dialogue pops up, I select SK_Mannequin (UE5.1) and press import and unreal crashes. If I do this without extra bones, then it works. The extra bones is crashing unreal. It also crashes with regular fbx export and import only with additional bones. The bones are parented to the pelvis just as you have it.
I can't be sure but it sounds like the original hierarchy was tweaked. You can send me your blend file and I'll take a look (may take time right now)
@@CGDive No, I created a new blender file to test, added one tail bone to pelvis, and it imports to 5.0.3 but crashes 5.1. I posted logs and information on your discord GRT support forums.
This is from the log, it might help
[Line: 763]
[2022.12.05-21.24.13:462][141]LogWindows: Error: Array index out of bounds: 111 from an array of size 106
I also want you to know I greatly appreciate what you have made. It is such a basic feature that we need in Blender for Unreal engine. A simple SK_Mannequin hierarchy addon that converts orientations from blender to unreal armature. There is no need for a rig in blender for Unreal, as Unreal has Control Rigs and animations should be done in the engine. All other addons are bloat. Your addon is the most direct simple addon that is needed.
Unreal Engine 5.0, in my opinion, should have stayed in Beta until the features for nanite and lumen were completed like in 5.1. So 5.1 is the real Unreal Engine 5 as it should have been. So if you could please update your addon, it would be greatly appreciated. Thanks!
@@aname5449 I can't guarantee that it's something we can fix in GRT but we'll try.
Unfortunately it is not working in my pipe line i am unable to send to unreal that option doesnt show up and i have it installed and turned on to use on preferences
Sounds like an issue with the Send to Unreal addon, and not ours :)