WHAT
We’re back with the second part in our “Blender to Unreal” series!
This week on Inside Unreal, we’ll cover UE_to_Rigify, an upcoming tool from Epic, set to be released later this year. This new workflow allows you to map Blender’s animation and rigging tool to the Unreal Mannequin, and we’ll also show how it integrates with the Send to Unreal button we covered in part 1.
I create my own rig for animation because of rigify got some problem when import to Ue4. Its there any method to retarget the animation from my old rig to the new UE4 rig when they release and keep the same amount keyframe for later adjust not bake all frame?
Thank You.I wish I could help with making blender 1 to 1 like you guys.Thank you !.I’m going to have to re do my characters now and this make me want to learn how to animate more.
Super happy to see the Part 2 come so early!
Just a heads up, on Reddit we have a stickied thread where you can share your suggestions and feedback about it (i hope the devs look at it).
I’d be surprised if with the current rigify/bone scale issues in blender as of the latest release any of the import/export stuff from/with rigify ends up working 100%.
Also, I do hope the feedback from many about forcing object types into different collections was received and considered.
Having to split a parented skeletal mesh into 2 collections makes little sense.
Having to split an LOD from its empty container makes scene management even more difficult.
Now imagine having an LOD skeletal mesh and having to manage the scene position of it when the skeleton and the meshes for it are all separate… a nightmare waiting to happen.
Either way March 5th is coming fast.
Really hope to see some actual improvements for the Rigify to UE4 skeletal structure pipeline. Please consider elaborating some on your Under The Hood process as well!
(It seems that the latest update to rigify has broken a lot of things for my plugin. When coupled to the visual bake not working correctly this is making the whole thing a total mess).
[USER=“3140864”]MostHost LA[/USER] Who needs Rigify though haha. It’s great to learn the basics with i guess, but for serious animation you can’t do anything advanced without re-rigging the whole thing.
We can’t really expect the ‘Epic’ people working on this to cover real Blender side rigging and animation, they will just stick the mannequin on Rigify and be done with it.
Just as long as they expose those FBX export settings and don’t force any unit scaling everyones already existing add-ons should be compatible one way or another
Edit: I also want to back you up on the whole collection thing, it seems like one of those good ideas that’s just going to go terribly wrong.
Support you creators special those who are going above and beyond to help
Really like what you folks are doing for those trying to sort out the weird line up bones have on import.
Would like to see the Mr. Mannequins tool from Jim Kroovy more featured and maybe sponsored? Mr Mannequins Tools
I belive he’s even has MissMannequin time to stop being sexist and deniung there is such a being as a female by turning you back on the Female form
and ignoring them
Hi,
I would love to see using your new tools how someone would go from a level block out phase to replacing the BSP brushes with Static Meshes imported from Blender. I realize that this is a big request but maybe it might make for a cool tutorial video of it’s own in a future episode. This wouldn’t have to been a complex level, simple cube, rectangle, sphere, cylinder shapes would work. I just really would like to see the process.
BTW, Thanks for doing these videos on using Blender. Some of us can’t afford those big expensive 3d packages and Blender is all we have.