Blender Rigging and Animation

Yes. I purposely left the finger bones out of alignment to see what would happen. It is good to know that I need to re-align them. If I change from “Pose Position” to “Rest Position” under Skeleton it changes my thighs slightly, and also it looks like it moves the animation circle things out a bit. Besides that it doesn’t really change at all.

Ok. I have been deleting the IK Bones as they seem to cause problems when I set automatic weighting when I parent the mesh to the rig. Regarding the twist bones, yes I’m now getting that problem. Is there something I need to add to my workflow for that? I’ll read over those links you just sent!

Here is what I have so far:

Steps for making a MakeHuman/Blender character for Unreal

MakeHuman

  1. Create character in make human. Add low poly eyes, but leave hair and eyebrows and clothes out - Don’t include skeletal mesh.
  2. Export it to dae with cm selected.

Blender with UE4 Tools Addon

  1. Set scene scale to 0.01, and metric, and framerate to 30.
  2. Import the dae export.
  3. Select the mesh and center to it with “Shift C”
  4. Import the UE4 Tools Hero Rig (Without the MESH)
    5 Select the Hero Rig, and turn on all layers.
  5. Put the Hero Rig into Edit mode. Put the Pivot Point as “3d Cursor”. Press “S” to scale, and type approximately “80” to scale the rig up to the size of the body
  6. Align all of the bones to inside the rig. Don’t rotate bones. Ensure the Roll of the fingers stays the right direction. (Use X-Ray under Armature settings for easier viewing. Note you may not want to use x-axis mirror as each side is slightly different)
  7. Delete the small almost hidden “Bone” in the left elbow joint.
  8. In Object mode select the mesh, and also select the rig. Hit “Ctrl + P” and “Armature Deform with Empty Groups”. Repeat this for other objects such as eyes.
  9. Set the HeroTPP in Pose Mode, then select your character mesh and put it into Weight Mode. Individually assign automatic weight from bones by clicking the bones and pressing “W” key. (You don’t want to assign weight to any IK Bones) (Important: To avoid twisting with arms and clothes manually set the weight on the twist bones to match the default HeroTPP Mesh Weighting).
  10. For clothes, in Object mode hit “Ctrl-P” and select “Armature deform with Empty Groups”. Then select the body mesh, and secondly select a clothing item. Then go to “Weight Paint” mode. On the left hand side, under Tools choose “Transfer Weights” and adjust Source to “By Name”.
  11. Put the HeroTPP Rig into Pose Mode and Select it. With the Armature Layers all turned on try moving the different IK Poses. You may notice that some things stick when moved.To resolve this add/remove/review weight to the bones in this area or re-align the bones, and re-apply weight.

Unreal Engine 4

  • Import the files into Unreal Engine.
  • In Skeleton Tree click “All Bones, Active Sockets” and select “Show Retargeting Options”.
  • Set all below pelvis to be “Skeletal” instead of animations
  • Set pelvis to be “Animation Scaled”
  • Under “Retarget Manager” select “Humanoid” as the rig.
  • Set the “root” to “root” and make sure all items match their mapping.
  • Test the joints by pivoting to make sure they move to scale/quickly.
  • Remove the toe ball from the physics model, and align the foot so it is flat.