I have a huge problem with UEFY 2.3, in both Blender 2.93 the latest, and 3.1.
It doesn’t work. I do everything as should. The renaming panel do nothing, and after generating metarig from rigify, many bones from UE Manequin aren’t present in the rig. What is wrong?
I do exactly as on tutorial, and there are missing bones.
Uefy 2.4 supports the updates made to the default metarig in Blender 3.1, you should be using that version. It is a free update you can use your download link to get the latest file.
Regardless the addon is working correctly for me. If you are not getting the same result you are missing out on some step in the tutorial.
Please send a reply to the email with your download link and order id. Attach your blend file and I can take a look at it.
Is this tool perhaps able to magically merge DAZ lashes bone hierarchy so that lashes work and there’s no duplicate bones?
I’m not quite sure it does things the way you mean.
In my projects I don’t need lashes so I just use the Merge Weight Paint tool to transfer control of the lashes to the face bone. Then I can safely delete the lash bones without damaging weights for the eyes or other parts of the face.
If you want to individually control the lashes themselves there are some options. For instance you could create your own shapekeys to control the lashes. There is also rigify’s super_face rig where lashes are influenced by movement of the eyes. This requires manually updating the face weight paint on your part.
You can check the face rig tutorial in the third post at the top of this thread.
Does someone know, if UEFY is working in UE5? And if, then which version?
Uefy 2 works perfectly well with UE5. The retargeting procedure in the engine has a new workflow. But the rigging process in blender remains exactly the same. So you can use existing tutorials to successfully rig a character and export it to unreal engine 5.
Currently the addon rigs against the default UE4 mannequin. There are thousands of animations on the marketplace made for this skeleton. Plus retargeting is very easy with new tools in the engine.
The next update Uefy v2.5 (currently under development) is adding support for the new UE5 manny and quinn skeletons. This will provide fully compatible rigify rigs in Blender for the new mannequins. The release will have additional features and also plan new tutorials.
Yes, It is going to be a free upgrade.
I mean I want to use animations from Marketplace. So no possible for now? Just asking, great job btw Congrats
As I said in the last post it is very much possible to use animations from the marketplace right now with UE5 and Uefy2.
Only difference is you will need to figure out retargeting inside Unreal editor, as I have not made tutorials for that part just yet. You should be able to manage that on your own following unreal documentation.
Another question. What is the workflow to use Mannequin metarig, because I’m testing without success, and what is the difference between rigify. I really want to use UEFY, but still problems occurs after retargeting in Unreal. I followed tutorial, but nothing. Always something is off. NO luck exporting it without some issue. Can You please help? This is very important to Me.
Hello, just purchased your plugin to use with Blender 3.19 and UE5. it seems like there are steps have changed when using UE5. is there a post in this forum that explains the retargeting process. i dont see a retargeting manager, i see a retarget sources. I also see Asset details that lets you share animations. i dont see a way to reference a humanoid skeleton. can you add the steps to UE5 in your original video Easy rigging for UE4 Mannequin in Blender with Uefy 2.0 - YouTube or am i missing a UE5 specific video on your channel? thanks in advance
Mostly you will create a Rig object in the engine and specify which chain of bones match across the two characters. At this time I don’t have any UE5 specific retargeting tutorials. For the time being you will need to rely on unreal documentation or other sources to do retargeting on the engine side.
On the Blender side things remain as they are shown in the videos wrt to the UE4 mannequin.
Uefy v2.5 is currently under development with support for the newer manny and quinn mannequins with higher bone count. Once that is released, I will begin work on new videos specific to unreal engine 5.
Thanks for getting back to me, there isnt really any UE5 documentation, i looked, it all refers to 4.27 documents. what you’re saying is, do it the old way with IK rigs?? i hope you release 2.5 soon, i really like the concept of your project, was hoping to use it sooner. guess i’ll have to download 4.27?? would that be my best choice of actions? thank you for your time.
You can check unreal engine 5 documentation on IK rig based retargeting here:
I have tried retargeting with the new IK Rig based system and it works. But I have not made any tutorials on it nor studied it in great detail just yet. My priority is to complete Uefy v2.5 only then will I look into this.
You can read the docs linked above and work out retargeting in UE5 yourself… Or you can use 4.27 to do the retargeting and use Asset Actions → Migrate to move the results to UE5 if that is easier for you.
Unreal just updated to 5.0.1 moments after i wrote you. i think i’ll redo my blender steps over again. as of right now and after the update, my skeleton is walking but side ways hahahahaha. i appreciate your time, i’ll re-do my steps again, I am unsure which model you used for the Quick Re-targetting video, i have a bunch of the UE4_Mannequins. but not the one you had?? thanks again, i think i can work it out, i look forward to your work on 2.5
New Release Uefy v2.5.0
- Massive update adds support for Unreal Engine 5
- Rig Manny / Quinn 89 bone mannequins
- Rig Manny / Quinn 161 bone mannequins (Experimental)
- Improved Bone Rename Tool
- Various other improvements
All new tutorials for Uefy 2 and UE5 incoming. Some already release check playlist on youtube channel.
This is a free upgrade for anyone who purchased a pervious version. Just use your existing emailed download link to get the new file.
If you are a long time user nothing stopping you from buying a second copy to support the project
Importing the character from Blender to UE5 is more involved than simply dragging the FBX file into the editor. We have to setup automated twist bones with a Post Process Animation Blueprint running a Control Rig.
Unfortunately at the time of this writing seems to be a bug in UE5 that can cause the editor to crash when setting a Control Rig on the character. This is an editor side issue unrelated to Uefy.
In the video above At 0:51 I create the Manny89ControlRig and at 1:22 I open it and import the correct bone hierarchy. At 5:01 I set the Default Animation Rig to this control rig BEFORE I set the Post Process Animation Blueprint.
By correctly creating the control rigs and post process anim blueprint and setting them in the correct ORDER I avoid the crash and everything works out.
that ■■■■ show of a addon will Break the Unreal Rig.( SK_Mannequin) and it dosent work. Uf accually have to create a new Blueprint class to get it up.
You are WRONG
Uefy v2.5 addon exports a perfect match for the Unreal Engine 5 Mannequin if you use the UE Rolls export as shown in the videos. That means a drop in replacement for the main Blueprint in the third person template with complete working post process and control rig.
That is one way to do things. But it forces the way Maya does things onto the rig in Blender and I don’t want that. So my default is to go for maximum compatibility for Blender and just build a new Blueprint in unreal.
You can do things both ways as per your choice.
i tried it its not working. first of all it fails half the times to Bind the Mesh in blender, when you do get it in to Unrea. you have to "fibble with roll bones in the blueprint´s If you inport it stright in it will Corruppt the Unrea Rig. the only way to do it is to Unser a hacked version of the skeleton that works pretty Much the old UE 4 One
If you look at the UE5 mannequin rigging video for Uefy 2.5 above. There are two exported files:
The first one requires creating and setting up a new Post Process AnimBlueprint and new Control Rig.
The second file lets you import the mesh directly to the existing UE5 skeleton. All existing post process anim blueprint, retargeted anims and control rigs work immediately. You don’t need to create anything.
You can choose to use either way. But I strongly recommend the first option, as the one with UE Rolls requires forcing the bones in the Blender rig to behave like Maya. It is not designed to do so. It is not compatible with Blender or Rigify. We can force it work but doing this already complicates exporting animation from Blender and might cause other issues later.
I am never going to use Maya given how much it costs. So I would much rather have greater compatibility with Blender.
If you still want to go that route, the Blender to UE5 import video above shows setting up manny89_ue_rolls.fbx in ureal from 11:43 onwards. No new Blueprints are created to start using the character as you can see in the video itself.