BoneBreaker - FREE Blender plugin for mannequin animation

Clear the object, so not in pose mode.

For whatever reason the file you shared had the actual object rotated.
Normally it shouldn’t be that way. The object is at 0,0,0 with, 0,0,0 rotation, and the root bone is posed to have a specific rotation.

I’m not sure if this was an error with the export, or just a bad animation in ue4.
Both things are possible.

Hey everyone.
New version addressing blender 3.0.0 compatibility is out.

http://mosthostla.com/gamedev/bonebreaker

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Hello, coming from the future!

Trying this with Blender 3.3.0 and UE5’s new mannequin, and I was wondering if you planned on making a new update to this plugin?

The controls work great, only the issue I encountered was that they don’t follow the animation (per example with the walk animation, the mesh and controls only move a bit form the upper arms to the head and legs are still). I somehow managed to make it work once, but I can’t reproduce it anymore and with all the attempts I forgot what was the solution…

I’m aware it’s probably due to new versions and the new mannequin, or maybe someone can help me point out what could fix this?

Anyhow great work! Will be using this tool, whether it’s updated or not to at least have controls on a manny rig

I don’t curently have free time to slate this for an update.
And I’m actually a little surprised it works on the new skeleton at all considering I did look at the skeleton and they made a real mess with lots of useless bones…

My 2c would be to animate and use the old skeleton, then retarget the animations to the new one instead of working directly on the new one.
I know it’s not as cool…

Also, consider that any professional animation has to be done on your final mesh to look good. So animating on the old mannequin is a stop gap at best.

As I get some spare time I will likely update this, but I have no idea when that will be at the moment.
(Sort of like any epic bug fix :stuck_out_tongue: )