5.4 Modular Control Rig Character Prep

Hi Everyone,

I am struggling with the new 5.4 Modular Rigging sy stem. More specfically, I am strugglign with how best to prepare my character prior to bringing it in to unreal engine to rig. I’ve tried several approaches from Mixamo pre rigging, accurig rigging, Auto Rig Pro rigging… no rig at all… and no matter what I do the system is just not working for me (spine root is on the floor).

I’ve also tried bringing in the mesh with no rig, converting to skeletal rig, and doing it that way but still not working

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Not sure if you’ve already resolved this as it’s been a few days, but for me specifically just enabling the UE rigging tools and creating bones in engine helped. Specifically I used this tutorial for rigging How to Use the Skeletal Rig Editor in Unreal Engine 5.3 ! (youtube.com)
and after creating a modular control rig it seemed to pickup sockets just fine that is you add in a spine specify spine end bone and the other sockets appear automatically so you can just drag and drop.

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I just did a deep dive on this. I had a Biped rig made in 3ds max, which is in itself a modular system thats impossible to customize, so I had to jump through a few hoops to make it work.

the main takeaways:

  1. You need a root bone at 0,0,0. So, the first bone in the hierarchy. If your rig doesn´t have one (like the mixamo rig afaik), you need to create it manually and don´t forget to add it to your skin modifier (or equivalent when you´re not using 3ds max).
  2. You might need to reparent some bones. In my setup the hand was linked to the last arm twist bone, in the modular setup you must have the hand linked to the lowerarm joint.
    If your rig has toes, they need to be linked to the “ball” joint, instead of directly to the “foot”.
  3. You need to make sure your naming convention is correct.
    I just exported the unreal mannequin and renamed my joints accordingly.