[ADDON ] UE Tools

Does it give you any more info? Sometime that happens to me when I have an object with no verts that I’m trying to import.

Nothing more just that, and i followed this video around min 6 he exports from and then import it in UE, that is where i get the error, i can’t import it.

I just use the Append Hero from the animation tool and export it like in the video.

Hi guys, I polish a little bit the Rig for have less chaos while in edit mode so is more easy to adapt the rig to other characters. And well I finally made a video showing how I proced for use the rig with other characters. in the video I use a low poly mesh from make human ( less time for skinning) but you can use any other.

The Template is updated on my server and GitHub.
Direct link: http://bit.ly/Z3JrXV

As I say in the video, if you character is in T pose , you shouild do the same like me, but adapt the rig to your T pose character , and then when is skinned you can animate it for create a new “rest pose” more close to the pose in the default mannequin (specially the angle for the arms), so when you retarget you have less posibilities of error.

https://.com/watch?v=wyg9ctrnKvo

I hope you find it useful

Greetings!

Very good!!!

I like it. Thx for sharing.

Hi!
First thanks for the addon, it helps me experimenting with new animations. Got a question: did you try (or someone) using the makewalk addon retargeting with the imported mannequin in ? I Failed to retarget it to bhv files no matter what. It says: it had failed to find candidate for a hip bone. No matter if I had renamed it, or even edited the trg file… (i will post this question on blenderartists as well)

mzprox](https://forums.unrealengine.com/member.php?2286-mzprox) Some time ago I did it (see at the end): v=a2Ph5NjNJBI

I had a .tgr file for use with the makewalk addon. if I not remember wrong the .tgr file must be placed in a folder inside makewalk folder, called “targets” or something like that, sorry I not remember and I can’t find the documentation for make walk now.

The .tgr file: http://www.lluisgarcia.es/downloads/UE4.trg

I hope that help!

Greetings!

I’ve been having a lot of trouble getting animations from to work properly in UE4 so I was looking into this tool. Does it work with 2.77?

Thanks, I will look into it. I just want to confirm that the addon works for 2.77. I managed to make animations in and use it with the ue mannequin. My only problem is that makehuman characters don’t look right after retargeting, but that’s not the addon’s fault in any way.

I tested it, it still can not identify the mannequin’s hip bone, but if I turn off auto target rig it kinda works, except the hands are not correctly copied (edit: Same problem with an mhx rig, so it has nothing to do with the mannequin rig).

mzprox](https://forums.unrealengine.com/member.php?2286-mzprox) on my .trg file the hip bone is the “pelvis” bone. About the hands, no idea what could happen, maybe you not disable all the constraints? Maybe is just the bvh and you must fix fome axe rotation in bvh hacker or stuff like that.

There is a bone labeled “Bone”. Its tiny an I’m not even sure what its suppose to do. I don’t know where it was originally located either. I think near the elbow. Is this important is it a spare bone that can be deleted?

Hi! How to add new bones to this rig? I want to add bones for the face.

Thanks for this. Nice work!

Is there a reason why there is a second root on the appended rig? Even in the documentation video the hierarchy is messed up. (https://youtu.be/wyg9ctrnKvo?t=803) It should be root>Pelvis>Spine_01 but instead its MyHero>root>Ikbones>Pelvis>Spine_01. If the hierarchy was correct the you wouldn’t need to do any duplicating/retargeting like you did in the video.

Is there a way to adjust the rig and export without the additional root in the hierarchy?
Also it looks as if bone orientation is also completely different from the ue4 rig. Is anyone else experiencing this?

It’s a recent bug in FBX export. Last version that didn’t have this was 2.74 I believe.

I just tested it in 2.74 and it looks like you are right. It imported into UE4 with the right hierarchy but unfortunately pretty much everything else is broken with this old version of .

The current workflow I use is import FBX into 2.77 and do all my work there and save.

Open the file in 2.74 then export.

It’s tedious I know.

It looks like there’s a problem with using the free animation pack on UE4:

I decided to transfer the animation (converting to fbx) to and copying it over to the rig, to find this:

It looks like the upper arm twist bone is messed up in the animation!

After looking at names, I realized something:
Screenshot_148.png

Looks like some bone names are clashing, or something is simply wrong.
I’m guessing this has to do with some sort of ue4 mannequin update that the mannequin doesn’t have? Not sure.

Any ideas?

Oh, and this looks strange as well:

EDIT: Actually, the second picture is wrong. In the rig, the upper arm twist and upper arm are in the same place, not next to each other

Will this add-on get any further update or anyone else working on it ?