Hi,
I’d like to know, clearly, how to do to import customs characters in UE while keeping the UE anims.
I ve tried by bringing the UE Skeleton in blender, and rigged my new character with his bones but even after that, I can import it in UE without errors…
I know it’s a really recurent question but I haven’t find a clear answer to:
Is this possible to use UE anims with customs character only by using Blender?
otherwise which choise I’ve got? Just finished three characters and can’t find a way to use them.
And what software (open source) is used to create animations? Is that possible for a newbie?
Thanks
Just playing around with this today, yes works,
- Start by selecting the UE4 sk_Mannequin skeleton tab in the animation panels, retarget manager> select the mannequin, then select the humanoid rig, save.
2)from blender : export blender version of skeleton (only export settings I changed was selection only and uncheck add leaf bones) Blender 2.78 2016-09-26
3)When you import the blender version back in, don’t select a skeleton, let it create one.
4)open the new skeleton and check orientation, should be standing up, play animations that you have made, should still be standing up and animating in correct orientation ( if lying down only when animation plays, just jump back in blender and select the root bone in pose mode and overwrite any and all keys to put him face down, you shouldn’t have any other keys on the root anyway, this fixes the main issue with mixamo models and animations to)
- go into retarget manager, select blender version skeleton, select humanoid rig, save. now open up the UE4 Skeleton and from the animations panel select the animation you want to transfer and right click and create a copy for another skeleton, your new blender skeleton should be there, retarget and done.
Now you should have a new character which can use both old UE4 mannequin animations and your blender animations, you may notice some meshes not looking correct, in the new skeleton tree tick show advanced and then right click spline_01 and Recursive set to skeleton, and check against standard skeleton for differences.
This only seems to work as above for UE4 skeleton, fuse mixamo models require a root bone x axis 90 degree setting for animation to fit. Also best not to use humaniod rig, create a rig from the mixamo skeleton.
Direct import character from miximo into unreal,
create a rig from skeleton,
apply that rig to same skeleton,
use same character FBX from mixamo and import it into blender with ignore leaf bones and automatic bone orientation ticked,
create animations without touching root bone.
go back to starting frame.
In pose mode rotate root bone so character is facing down, make sure no other keys have been set against the Root Bone.
After importing into Unreal, use retarget manager to use the rig from the original mixamo character you directly imported to Unreal, now it should use both mixamo animations and blender animations without issue.