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

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    #46
    Just wanted to say thanks! The Uefy script is really handy and saves us time rigging characters in Blender 2.8 for export to the Unreal Engine. The way the script snaps the Rigify Meta-Rig to an existing armature is quite remarkable and you do a good job explaining things in your tutorial videos. Much appreciated!

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      #47
      Waves, Thank you so much for making this script! I can't even tell you how much time I wasted trying to come up with a workflow that works for Fuse CC/Mixamo-rigged characters for use with UE4. I had even resorted to learning rigging by hand because I was so frustrated. I was nervous about purchasing the script at first because of how many issues I had had previously in my own attempts but I'm amazed how well this script works!

      I do have one question though. Can this script also be used for modifying just a mixamo animation without a skinned mesh? If so, do you have a video tutorial showing a workflow for this? If so, that would be amazing!

      Thanks again Waves!

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        #48
        Hey!

        Uefy Script has become a core part of my workflow when building game mechanics with UE4. I use Uefy to quickly and effectively rig character models to the UE skeleton so that I can use animations I already have, saving me alot of time! The video tutorials are well done and thorough! I highly recommend this script for artists as well as generalists!

        If you were on the fence about this script, go for it! It's really worth your money compared to how much time it saves you!

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          #49
          Originally posted by Almost-Famous View Post
          ... I do have one question though. Can this script also be used for modifying just a mixamo animation without a skinned mesh? If so, do you have a video tutorial showing a workflow for this? If so, that would be amazing!
          Thanks for your review! Glad the script is working out for you.

          Currently the script is geared towards getting custom characters rigged and exported to Unreal Engine with new animations made with Rigify. Modifying existing animations might sound very similar but really it is quite a different task. I do have some ideas on how to get that going but my priority for my own project was to get new characters into the engine and have them talking.
          UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
          Use Blender 2.8 to make UE4 compatible animations: Blog

          Comment


            #50
            Just wanted to clarify since many people ask this. The script is not tied to any particular external software like Mixamo/FuseCC or MakeHuman. Although it has some utility functions which can make things go faster with some of these software. However you can use a mesh from any source. Including making your own purely custom built character mesh.

            The only requirements is that you must add a basic skeleton and weight paint similar to unreal mannequin ie. 6 bone spine, 4 bone limbs and 3 bone fingers.

            Adding a simple skeleton is easily done in Blender. Since a bunch of people have asked for this I will make a video that shows how rig a plain mesh with the script to a fully compatible epic skeleton character. No time frame yet, just wanted to say you can use your own characters. Same as some of the people have posted testimonials above.
            UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
            Use Blender 2.8 to make UE4 compatible animations: Blog

            Comment


              #51
              EDIT: Script works great, you rock! Rigging is no easy task for a beginner, but with several hours of googling and repeated trial and error, it's doable! My problem below was cause by a UE4 animation that positioned the mesh to fingers. I followed the tutorial too closely and deleted all of mine lol. Renamed & repositioned all fingers, works like a charm!

              ​​​​​


              Originally posted by HTHazard
              Hey man! This tool seems awesome, I can't quite get it to work though. I'm using it to produce models that need to be rigged extremely closely to the UE4 mannequin (epic skeleton usage) I followed the video Rig Any Character and successfully implemented it (meaning the bone assignment *to* to the epic skeleton in the skeleton mesh worked), but it looks super borked lol.

              Notes:
              1) Left hand works perfectly
              2) Right hand input seems to control foot?
              3) Right hand of mesh is glued to neck area
              4) Don't worry about the head position, I believe it's due to my positioning of the skeleton

              Any Idea what could be causing this, or how I can test if it's the implementation and not the model itself? You can see ingame the default UE4 mannequins, and those work successfully



              The photo of the skeleton previews in UE4 is old, please disregard. I've linked an Imgur album that may be helpful?
              https://imgur.com/a/vPoJJTL


              Edit, I just noticed that my model has no finger bones, but the UE4 mannequin does. In the tutorial, we only rig hands and delete extra bones the finger bones, can you guide me on how to rig fingers? My original model does have accurate finger bones, and if I could transfer them over to UE that would probably fix it

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                #52
                Rakiz - Uefy looks awesome. Can it be used to skin a static mesh to the UE mannequin? Most of videos import an existing skeletal mesh, but I just have several meshes I want to skin to the stock UE4 Mannequin. ( Eg Made in zbrush, planning to only use animations already in UE ).

                The current process from videos looks like:

                Import Existing OriginalCharacter Skeletal Mesh.
                Import Existing Stock UE Mannequin.
                Create Rigify metarig_skeleton.

                "Setup Character Bone Names" to change the OriginalCharacter Names to match UEMann
                Use "Roll Bone" to match OriginalCharacter to UEMann Orientations
                "Pose Metarig" to match OriginalCharacter to the UEMann Pose

                Manually size metarig_skeleton to match Character
                Manually fix metarig_skeleton feet and spine

                Remove Character Armature from Mesh (23:00)
                Click "Generate Rig" to create GeneratedRig. This creates a GeneratedRig in the position of the metarig_skeleton
                Attach Mesh to GeneratedRig with Armature Deform

                "BuildUnrealSkeleton" to generate new UnrealSkelton from ?????? (not sure where positions come from)
                "Weight Paint" to transfer weights from OriginalCharacter
                -----------------------------------------------------------------------------------

                So if I dont have a skeleton and just a static mesh, should I just:

                create a new meta rig
                position it on mesh
                bind it with automatic weights.
                "BuildUnrealSkeleton" to generate new UnrealSkelton from ?????? (not sure where positions come from)
                "Weight Paint" to transfer weights from OriginalCharacter


                Thanks for any advice/help






                https://www.casualdistractiongames.com

                Comment


                  #53
                  Yes you can use the script with a static mesh with no skeleton. I've been meaning to make a demonstration of this but i suck at weight painting and doing this requires getting some weight paint in there. Perhaps I can demo this with a simpler mesh just to show how to do it and leave the more advanced characters to the experts.

                  The process would be to add a custom armature and match the basic Epic Skeleton:

                  1) Six bone spine
                  2) Four bone limbs (thigh, lowerleg, foot, toe) and (shoulder, upperarm, lowerarm, hand)
                  3) Three bone fingers.

                  Then you need to rename the bones to have the same names as they do in the epic skeleton. If you make only the left side you can use Symmetrize to autobuild and autorename the other half of the skeleton.

                  Then comes the part I find difficult. You need to weight paint these bones. You can ignore any twist bone or IK or any of that stuff as the script will build those for you. You can update weights for those bones later.

                  After that just follow the rig any character video as above and it is just the same process.
                  UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
                  Use Blender 2.8 to make UE4 compatible animations: Blog

                  Comment


                    #54
                    Originally posted by Waves View Post
                    Yes you can use the script with a static mesh with no skeleton. I've been meaning to make a demonstration of this but i suck at weight painting and doing this requires getting some weight paint in there. Perhaps I can demo this with a simpler mesh just to show how to do it and leave the more advanced characters to the experts.

                    The process would be to add a custom armature and match the basic Epic Skeleton:

                    1) Six bone spine
                    2) Four bone limbs (thigh, lowerleg, foot, toe) and (shoulder, upperarm, lowerarm, hand)
                    3) Three bone fingers.

                    Then you need to rename the bones to have the same names as they do in the epic skeleton. If you make only the left side you can use Symmetrize to autobuild and autorename the other half of the skeleton.

                    Then comes the part I find difficult. You need to weight paint these bones. You can ignore any twist bone or IK or any of that stuff as the script will build those for you. You can update weights for those bones later.

                    After that just follow the rig any character video as above and it is just the same process.
                    I found that this addon works very well for skinning meshes in Blender. https://blendermarket.com/products/v...inning/ratings
                    Artstation: https://www.artstation.com/jamesmoore
                    Sketchfab: https://sketchfab.com/James.Moore

                    Comment


                      #55
                      You don't really need an addon for weight painting. Blender's default auto skinning works very well. There are 3 points on the character that require manual updates. I'll show this in the tutorial I am making.
                      UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
                      Use Blender 2.8 to make UE4 compatible animations: Blog

                      Comment


                        #56
                        I found that Blender's default auto skinning doesn't work well when the character isn't a single, contiguous mesh which is what I require. I am developing a character that is split into head, hair, eyes, torso, legs, hands and feet meshes, each of which can be exchanged for a different mesh at runtime.
                        Artstation: https://www.artstation.com/jamesmoore
                        Sketchfab: https://sketchfab.com/James.Moore

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                          #57
                          Hey Waves, we had talked a few months back through email, and I want to say, I am absolutely LOVING this product. I encourage anyone and everyone to give this man some financial support for such an amazing product! I was not aware of how powerful this is, and how relatively easy it is. Once you have it set up, the rest is a breeze. Thank you again Waves!

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                            #58
                            Uefy Script v1.3 Released!

                            This release adds two new tools to assist in rigging static meshes. i.e characters that have no skeleton or bones at all. Added a bone renaming tool which will save you a lot of typing and a weight paint mirror tool that automates an otherwise tedious process.

                            This is a free update for existing customers. If you have purchased the script just use the same download link from the original email to get the updated file.

                            "Can I rig a character I made with no skeleton using the script?"

                            I get asked this every other week.

                            Yes you can. Just to prove it there is also a brand new tutorial on exactly how to do that.

                            Click image for larger version

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                            Rigging a Static Mesh
                            Full Video on Youtube: https://youtu.be/MRhDDbU0zdE

                            UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
                            Use Blender 2.8 to make UE4 compatible animations: Blog

                            Comment


                              #59
                              In my last video



                              around 32:05 mark I reset the rotations on the lower finger bones. Unfortunately the finger bones on the unreal mannequin are wavy and not straight. So I do this in all of my tutorials. If you plan to make a lot of your own animations then this is definitely the thing to do.

                              However if you want to mostly use marketplace animations from epic games built on the unreal mannequin. Then it might be better to leave the finger bones as is and fix the mesh instead. Meaning the bones will remain wavy like they are in the mannequin. But you will go into edit mode on the mesh and straighten out the finger mesh instead.

                              I expect most people will use the script with prebuilt animations and only create new animations to fill in any blanks or custom needs. It is unfortunate that the fingers are wavy in the original mannequin. We just have to work around this issue based on the needs of the project.
                              UE4 Tutorials for 3rd person Blueprint project from scratch: Youtube Channel
                              Use Blender 2.8 to make UE4 compatible animations: Blog

                              Comment

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