Hello!
I am encountering a workflow issue regarding the UE5 Manny skeleton.
While the corrective bones work perfectly inside Unreal Engine (likely driven by Control Rig or Post Process AnimBP), I am unable to replicate this behavior in Maya. When I import the FBX, I get the bones, but the logic/constraints driving these corrective bones for proper muscle deformation are missing.
Is it possible to obtain an source file (in .ma or .mb format) that includes the rig logic for these corrective bones? I need this to achieve accurate deformations while animating in Maya.
Thank you for your help.
Hey there @Inquisitin! I don’t believe there are any Epic released MA/MB files for Manny. Outside of using the control rig variant in engine, you may have to rebuild some of the rig functionality in Maya directly. Alternatively I have heard of some community members that have rebuilt some of the rig controls and distribute a Maya compatible file, but I have no first hand experience of the quality or if it will have all the deformation you require. I do see at least one example with the IK systems set up however. If you do test them out, let me know how it goes!
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