I would suggest this for anyone that hates retargeting or wants a true UE4 rig made in blender.
I recently created a character rig using this and it was pretty difficult to go through the video tutorial. I did take notes though so I’m posting them here for anyone else that buys the product. I’ll update this as needed.
Set up the scene
- unit scale .01
- focal length end 50m
Import UE4 dude to blender.
- Main: Uncheck import animation
- Armatures: Check automatic bone orientation
Import your rigged character
Create a new meta rig and scale it x100
Run uefy
- To run the script open Blender’s “Scripting” layout. Click on the open button and navigate to the script and select it. Afterwards click on “Run Script”.
Your Characters bones
- You can also use this script for renaming GitHub - enziop/mixamo_converter: Blender addon for converting mixamo animations to Unreal 4 rootmotio
- Use UEFY to roll the bones to face the correct xyz. You can use right click symmetrize to fix the other half and to view the axis of bones go into “object data”
- The right foot need to be like this, then symmetrize
Select the rigs in uefy script panel
Now pre-process the bones with “Setup bone names” and then “pose character”
modify the rest pose
- Go in “Object Mode” and select your deformed object.
- Go into the objects object modifiers
- Copy the “Armature Modifier”
- Apply the first (original) “Armature Modifier”
- Do this for each mesh on your rig.
- Select your armature and go in “Pose Mode”.
- “Apply Pose as Rest Pose” in the “Pose” menu. This will clear the double deformation and put your object in your new rest pose.
The metarig
Make sure the metarig feet axis are facing like this
the heel needs to be like this
Go into object mode and make sure there’s no rotation or location transforms on the armature or meshes.
Scale the metarig up to match the shoulders
Align the spine to better fit your rig
Apply transforms
Select the character mesh, apply it’s modifier
Then unparent it from the old rig
Move the metarig into the same collection as your character
Generate the rigify rig
Parent the rig. Select the mesh then the (generated)rig, then do this
You can hide the metarig now
Deselect all, then build unreal skeleton
then click weight paint
the new bones are on these three layers
Exporting
IMPORTANT Rename the rig Armature
Select the character and rig
Go to file/export/fbx
- Main: Selected objects
- Armature:
Then name it and export
True UE4 Skeleton
Make a backup save
Then set original bone rolls