i have made a character using blender human meta rig is there a way to change the location of the root bone without ruining the work i have already done?
or
is there something i can do to the armature when i add it in blender before i add it to my mesh and generate the rig?
or
is there a “rig” that is already fully compatible with ue4 that i can use from a certain program to add to my mesh?
any help would be apreciated.
It depends on what bone you are using as the root bone, by default Blender uses the hip bone as its root, you can easily add a new bone and set it as the parent to all others i.e. make it the root bone, this can be done even after it has been skinned to the character, however if you’ve already made some animations this can sometimes cause issues.
Unfortunately Blender and UE4 don’t play nice all the time, especially with skeletal rigs, I myself have spent many an hour figuring out workarounds getting things to work.
there is a plugin which should help you use the same skeleton as UE4 but i don’t have much experience with it.
I’m not sure if I’ve answered your question haha so let me know if you need anything else