Rakiz - Uefy looks awesome. Can it be used to skin a static mesh to the UE mannequin? Most of videos import an existing skeletal mesh, but I just have several meshes I want to skin to the stock UE4 Mannequin. ( Eg Made in zbrush, planning to only use animations already in UE ).
The current process from videos looks like:
Import Existing OriginalCharacter Skeletal Mesh.
Import Existing Stock UE Mannequin.
Create Rigify metarig_skeleton.
“Setup Character Bone Names” to change the OriginalCharacter Names to match UEMann
Use “Roll Bone” to match OriginalCharacter to UEMann Orientations
“Pose Metarig” to match OriginalCharacter to the UEMann Pose
Manually size metarig_skeleton to match Character
Manually fix metarig_skeleton feet and spine
Remove Character Armature from Mesh (23:00)
Click “Generate Rig” to create GeneratedRig. This creates a GeneratedRig in the position of the metarig_skeleton
Attach Mesh to GeneratedRig with Armature Deform
“BuildUnrealSkeleton” to generate new UnrealSkelton from ??? (not sure where positions come from)
“Weight Paint” to transfer weights from OriginalCharacter
So if I dont have a skeleton and just a static mesh, should I just:
create a new meta rig
position it on mesh
bind it with automatic weights.
“BuildUnrealSkeleton” to generate new UnrealSkelton from ??? (not sure where positions come from)
“Weight Paint” to transfer weights from OriginalCharacter
Thanks for any advice/help