UE5 Skeleton workflow questions

I’m reasearching the UE5 skeleton workflow for games and I got several questions that I seem not able to find an answer to…
I also asked in Reddit and Discord without luck… I hope here I might get better luck :_D

I don’t expect answers to all of the questions, but just some light on those topics would be greatly appreciated…

I’m using 3DsMax for animating, CAT more precisely.

  1. why the Manny skeleton has extra bones with no skinning to it? called “correctors” if they don’t actually correct anything at all in that model? they are not even skinned.
    Is this just as a reference in case someone wants to use it?

  2. What would be the best workflow between 3DsMax (CAT) and UE when trying to respect the UE5 manequin structure?

  3. for now I’m going with the 2 “rigs” aproach, 1 CAT control rig for animating, then another with the UE5 skeleton Position and Rotation Constrained to the original where can respect the bone orientations of the original UE5 rig. is this correct?

  4. Is it really so important to respect the bone orientations? or is something you could workaround in a different way?

  5. What are the benefits of using UE skeleton as a base vs just import a custom rig into UE?

  6. Is there a better way than the 2 rigs aproach as the preparation is a bit tedious, when adding extra bones to the “control rig” I need to add them too to the " UE ready rig".

Well Thank you for your time… and sorry for the tsunami of questions.

well because there were no replies I wen’t and did some research.

No big conslusions still I’ll share them:
I did a Rig from CAT (3dsMax) to UE5 skeleton, that way you can animate in CAT or any other and export directly to UE5 skeleton WITHOUT retargeting.

here is the link to the tutorial just in case someone needs it.

It is good to use the skeleton so later on production things become easier.

The extra bones that aren’t skinned to the mannequin might be just for reference. they can be ignored if you want.

1 Like