[ADDON ] UE Tools

I rigged up a mesh using this awesome tool but I am having a problem with ragdolls
I’m following the ragdoll 101 tutorial series on and it has you simulate all physics under pelvis so the ragdoll can flop over but still be attached to the capsule.

This works on the default pawn mesh. With debug bones on I can see that the pelvis bone flops over as it should when the physics are set


With my custom mesh, the pelvis bone always remains upward and does not react to physics, causing the mesh to get pinned to the capsule


Any ideas?

I just started following the same tutorial with a mixamo character and i had the same result. Using root instead of the pelvis did it for me.
Ue tools is great btw… but i believe i already said that some time ago :slight_smile:

Just in case someone gets similar error: check the retargeting tutorials how you should set the bone translation to ‘skeleton’ except the root and the pelvis which should stay ‘animation’ (or in case of pelvis : animationscaled

Thanks! I tried root and although it “worked”, the ragdoll goes crazy, flopping all over the place. Maybe I’ll have to just experiment with it some more

I’m trying to export some animations but the epic ik_ bones always get exported in the wrong position:

What can I do to get these bones exported correctly?
I have tried adding "Child Of’ and “Copy Transform” constraints to their corresponding bones in the hands but, although they follow correctly their parent in , the constraints seem to be lost when exporting.

I’m using 2.78a and UETools 1.2.4

Constraints are “in house” meaning they don’t export out.

Can you show the names of the bones that are having issues?

All the extra bones the epic skeleton has for IK:

ik_foot_root
ik_foot_l
ik_foot_r
ik_hand_gun
ik_hand_l
ik_hand_r

I have just tried with a fresh rig and they were exported correctly, so I must have broken something on mine. Any ideas on what could have been?
I can recreate my rig from the template again, and see if that solves it.

It’s likely a parent issue, OR perhaps you moved a bone(s) to a different bone layer.

Compare the parents of each of those bones to the rig that works correctly (when you select a bone, you can look in your properties section to see the parent bone, you might have to be in edit mode).

I recreated my changes on a fresh rig and everything is exporting as it should now, so problem solved.

It was probably something like that. I messed around with the parents and copying transforms when learning how to place my new bones, and must have changed something small I can’t find now.
I checked the properties and they are the same on both files.

If I find out what happened I’ll post it here in case anyone has the same problem in the future.

Thanks!

I think the real problem is that the plugin and blend are way outdated, the plugin is 2 years old and the blend it a year. Any news from the original author on weather or not there will be an update?

I got an issue like this one when importing in the blend mannequin http://imgur.com/a/o7uZZ

Everything works fine except when I re-target the animations:

b416bbf139ea4a083a99340818575a23ff3f17f4.jpeg

As far I remember that issue with the shoulder is not new. Did you setup retargetting options of your bones below pelvis to skeleton?

Like this: New project released by MakeHuman team leader - Community & Industry Discussion - Epic Developer Community Forums

Yup, that fixed it, thanks.

Install broke, can’t create a rig. Anyone knows why? And how to fix it? I’m DLing 2.75 right now since I have 2.78. EDIT: Didn’t fix it.

No one knows how to fix it with that information. What exactly happens? Do you see the UE4 Tools panel? Do you get an error when appending the rig?

Error when appending the rig. Sorry for the lack of info, thought that if it’s a common issue, people will understand and if it’s not, nobody knows a fix.

You can start by posting a screenshot… Appending rigs works for me in 2.78c so it should be solvable.

in my install the uetools.py and manequinn bend file both placed into scripts/addon folder and it works well.
I must say that this addon is great. Really helps integrating and UE4. Would be nice to see further improvements.

Has anyone managed getting animation from unreal work well in with ue4tool’s manequinn? I haven’t after hours of trying…
If I delete everything but the deform bones then the animation looks almost ok (one arm is offset), but what I want is to edit the existing animation and for that I don’t want to delete bones…