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Uefy Script: Make Blender's rigify addon compatible for Unreal Engine 4

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    [TOOL] Uefy Script: Make Blender's rigify addon compatible for Unreal Engine 4

    Uefy is a python script made for Blender 2.8 Beta or above that enables rigify addon to export an Epic Skeleton compatible bone hierarchy. Allowing creation of animations meant to be used with Unreal Engine 4 marketplace assets.



    Be sure check details on my website: https://www.rakiz.com/uefy

    I've also added a few optional features on top of the base Epic Skeleton. Like full facial rig support and secondary twist bones. I'll be posting more videos soon.

    Who should buy this Script?

    This script was developed with the needs of my indie project in mind. I am a solo dev with background in coding. Not being an expert in animation or modelling I rely heavily on procedural generated models and textures. Mostly from Fuse sometimes from others. I also bought a bunch of animations from the marketplace. So here is what I need: The ability to use all my bought animations and the ability to create new ones and the ability to have all my characters rigged and customized for the game.

    It would be awesome to use the Epic ART Tool but the annual price tag of associated software makes that impossible. This script plus rigify gets a very similar (close enough for my needs) result with Blender 2.8



    If you are following a similar path with a similar scope then Uefy Script is perfect for you. I made a bunch of videos showing how to use the script I expect that many indie devs or small teams would be doing pretty much the same thing.


    UEFY Script version 1.2:

    Released version 1.2 of the script with many new features.

    There are some breaking changes, you may need to regenerate and reimport old characters

    - Script now exports Epic Skeleton bone hierarchy with original UE4 Mannequin joint rolls
    - Custom Mapping added for Makehuman characters
    - Support added for missing finger bones
    - Breaking Change: Head bone is now called 'head' instead of 'head_01'
    - Breaking Change: IK bone orientations and default behavior changed to match original mannequin more closely
    - New functionality to support bone roll changes
    - Support added for semi-automatic addition of new bone chains on top of Epic Skeleton

    UEFY Script version 1.2.1:

    Released version 1.2.1 of the script. This is a maintenance release to account for changes in the Blender 2.8 Beta API.

    UEFY Script version 1.3:

    Released version 1.3 of the script. Better support for rigging static meshes i.e. characters with no skeleton or bones at all

    - Added a tool to automate bone renaming
    - Added a tool to automate weight paint mirroring across the character
    Last edited by Waves; 08-29-2019, 09:41 AM.
    UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
    Use Blender 2.8 to make UE4 compatible animations: Blog

    #2
    Looks pretty cool, but your website is down for me. Any other way of downloading the script?

    Comment


      #3
      I made step by step videos for the Unreal Mannequin:


      and a Mixamo rigged Fuse generated character:



      BIG BONUS on rigging a Fuse character with the script. It will auto add IKs and a root bone. So mixamo characters become compatible for Root Motion. See video for example and import to UE4 Editor workflow.

      With release version 1.2 you can now rig Any Character from any source with a similar bone structure as the UE4 mannequin. See video for detailed guide.



      Bone Layers and Basic rig controls:


      Adding New bones to Epic Skeleton:


      Full Facial Rig for Epic Skeleton with Lip Sync demo:
      Last edited by Waves; 02-09-2019, 12:12 AM.
      UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
      Use Blender 2.8 to make UE4 compatible animations: Blog

      Comment


        #4
        Website is still down. Would love to purchase this. Any chance it's going back up?

        Comment


          #5
          - Removed Link -

          I'm trying to work out website related issues but I don't wish for people to purchase the script without reading the details and requirements on the page.
          Last edited by Waves; 01-18-2019, 11:30 AM.
          UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
          Use Blender 2.8 to make UE4 compatible animations: Blog

          Comment


            #6
            Hi, We bought your script for our project. First: your webiste is really unaccessible.
            A request: can you make your script work on characters already set up with rigify? I admit I haven't spend too much time on figuring it out, but right now it seems impossible to use.
            I could live without the repose function, though it would be nice to have the ue4 rest pose on the rigify rig, but the renamer (which I guess the pre-req for building the epic skeleton) should work..and the actuall generation of the epic skeleton of course. thx in advance.

            Comment


              #7
              I don't think that would be possible (or in any case a simple fix). The script makes changes to the metarig and those changes would not exist on characters rigged without the script.
              UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
              Use Blender 2.8 to make UE4 compatible animations: Blog

              Comment


                #8
                By using an other script, namely the unrigify from Chichige-bobo I can generate a new rig from rigify, a much simpler one. I can also rename the bones (to mixamo for example). It might not be 100% match because I'd like to keep the twist bones for example..
                I assume this could work then. I'll have to dive into your script, though I'm not so great in scripting..that's why I hope you can figure out something.. at least make using the custom boneset easier, (more easily configurable)
                ppl may want to use Daz, makehuman, Manuel lab etc characters with your script while keeping the original weigth paints.

                Comment


                  #9
                  Perhaps but the script only works for limited set of circumstances which I have listed on my website in the FAQ. I don't know why you can't access it but multiple DNS and availability tools say it is up worldwide.
                  UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
                  Use Blender 2.8 to make UE4 compatible animations: Blog

                  Comment


                    #10
                    it says: ERR_SSL_PROTOCOL_ERROR, not safe bla bla bla

                    Comment


                      #11
                      Hmm.. maybe the cert is not recognized. You should still be able to access it directly without SSL: http://www.rakiz.com/uefy
                      UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
                      Use Blender 2.8 to make UE4 compatible animations: Blog

                      Comment


                        #12
                        it's not working, tried it on different browsers, my friend in an other country also can't access

                        Comment


                          #13
                          I tried hard getting this thing work, but it's just too much hassle..
                          I converted my rigified character into something very similar to an epic skeleton (already quite a bit work renaming bones, removing the extra bones) and I got to the point where the bones were renamed to ORG-.... correctly, but when I wanted to set the pose the limbs were bad.. I probably need to adjust the bonerolls too, which is a bit too much... I hoped this could help me using characters which are already set up with rigify, but it is not the case.

                          Comment


                            #14
                            I had an idea how can I use an already weigthpainted mesh with your system:
                            1, I uploaded it to mixamo and let them autorig it
                            2, I went through the process to re-rig it with that rigify/epic hybrid.
                            3, then I replaced the mesh with the original one, which had the correct weightpaints-(a little trick helped here: joining objects as shapekeys and then applying it). Also I wrote a script to rewrite the vertex groups.


                            So it works, but quite long process. There seems to be an error with the head bone naming, but it's not a big deal.
                            One problem though: the bonerolls of the original epic skeleton are different from those we get from your script. It's not a problem for simple animation retargeting, but some advanced systems like the advanced locomotion system relies on matching bonerolls and it's quite difficult to fix.

                            Anyway, I think it's a usefull script, hopefully it can be even more streamlined to work with different skeletons.

                            Comment


                              #15
                              Hey Waves can you sell this via Gumroad? Just curious

                              Comment

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