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BoneBreaker - FREE Blender plugin for mannequin animation

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    BoneBreaker - FREE Blender plugin for mannequin animation

    Hey everyone!
    With version 0.2b just out of the oven I figured I'd share it here.
    Aptly inthe animation section since this is what the script is meant to allow everyone to do.

    What is it?
    A way to get Blender to play nice with the Unreal Mannequin.

    Simply put, you load the FBX, you run the script, you animate by keying the rig, you select layer 10, you key that too individually (for now) and then you can effortlessly export it to an unreal ready mannequin compatible animation.

    I'm expanding the scope of the script daily until I have it doing what I want it to do, there may be bugs.
    This has not been tested in 7.9. If it doesn't work I'll have to look at it, someone let me know here or via PM


    You can grab the scripts right here.
    http://mosthostla.com/gamedev/bonebreaker/
    Last edited by MostHost LA; 07-19-2019, 02:10 AM.

    #2
    Live update

    I have given the script a proper UI and transformed it into a full on add on.

    With tomorrow's update to make all the buttons work and a couple of rounds of testing the project will likely be finished.
    Attached Files
    Last edited by MostHost LA; 05-21-2019, 05:45 AM.

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      #3
      Update 1.5 is live folks.

      While this is currently pointless, progress has been made towards allowing editing of incoming animations.
      The constructed rig can now follow the FBX animation which is a start in the right direction to allow us all to edit any exported animation however we need.

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        #4
        hey this is so cool Thank you for your hard work.

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          #5
          No problem.
          Just finished up and released the new version.

          All buttons working and the animation editing system is mostly working as intended as well.

          I'll be fixing the fingers tomorrow so that I can call this 100% done

          Here's a fresh screenshot just to show the new button/functions.
          Click image for larger version  Name:	BoneBreaker2.0.png Views:	2 Size:	296.6 KB ID:	1623467
          Last edited by MostHost LA; 05-24-2019, 06:13 AM.

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            #6
            Just a question.
            Can I use this add-on for use mannequin skeleton with other models??

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              #7
              Great work - thanks for sharing!
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                #8
                Keep up the good work!

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                  #9
                  All done guys. Version 2.2 is live and has full on finger animations working. I'm making a couple of "how to" videos to share

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                    #10
                    excellent , thanks for the share and the videos .

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                      #11
                      Hey all, latest version is out, now including a somewhat stable release for blender 2.8
                      Download and details on page, but for convenience sake, here's a usage video

                      https://www.youtube.com/watch?v=5BcygkAorrA



                      New version release - 2.6
                      Improved just about everything with blender 2.8. The workflow is now much better and it allows us to speedily adjust animations with ease just as intended.


                      Here is a Blender 2.8 workflow
                      https://youtu.be/NYbJBocZUTM

                      Last edited by MostHost LA; 05-26-2019, 02:58 AM.

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                        #12
                        New version for blender 2.8 is up. allowing for better hand control and shoulder twist!

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                          #13
                          MostHost LA Does this work with characters other that the epic mannequin?

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                            #14
                            It's meant to work on animating the skeleton - if you transfer the weight groups you can easily have any mesh display instead of the mannequin.
                            That said, it's not intended to be utilized with other "characters" of differing bone structure, but it potentially could if the skeletal structure was similar enough to be preserved in the first place. The script aims to preserve whatever other "additional" bones may be included in the incoming "fbx" file, with the correct parenting and position.

                            The thing is, if you have any Maximo or other non inverted bone structure, you don't really need anything other then the rigify plugin, so unless you created your own structure for whatever reason and now need to transfer ready to go animations onto the epic skeleton I don't really see a reason to do all the work needed.


                            Just pushed another small update that I needed to push to be able to properly animate walk cycles. The next update, when I wrap my brain around how, will be to properly do the same thing for the shoulder positions, which cannot currently be pasted as opposite (due to the bone structure of the original bones).
                            Last edited by MostHost LA; 06-06-2019, 09:33 PM.

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                              #15
                              What's up everyone?
                              Finally addressed the issue with the shoulders and copying the opposite.
                              One can now create a swim cycle in around 3 minutes

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