Uefy 2.0 (Pro Edition) make Blender's rigify rigs compatible with UE5, also has a FREE version

It seems to be working now, that was the problem apparently.

Thank you!

I just go UEFY and Iā€™m testing out for the first time. Iā€™m running through all the steps in the this video exactly as theyā€™re described. https://www.youtube.com/watch?v=8Ad4v7x41RA I got all the way to retargeting the animations and the UEFY skeleton will not appear as a retarget option. Iā€™m using a brand new third person example project in UE 4.25. Iā€™ve tried importing the UEFY skeleton twice. Iā€™ve tried both the default third person animations and third party animations. None of the answers Iā€™ve managed to find have fixed it. I did the humanoid rig thing. I applied the changes to the preview mesh. I tried closing the project and reopening it. Nothing. Any ideas?

OK. I managed to get it to work by unchecking ā€œShow Only Compatible Skeletonsā€. Not sure what was wrong, but it seems to be working for now.

If the skeleton is not showing up, make sure the original mannequin skeleton or the source skeleton of your 3rd party animations also has humanoid rig applied in retargeting options.

Both source and target skeleton must have humanoid rig applied for animation retargeting. They must also have mesh ā€œApplied to assetā€ in persona skeleton tabā€™s scene preview section.

Thanks for the quick response. I would have just assumed that Unreal had the default mannequin set to Human Rig by default, but sure enough you were right.

New question. To create a character from scratch, how would you recommend rigging it? I watched half of your video ā€œHow to rig a character from Blender to UE4 with Uefy Script v1.3ā€ before I caught the v1.3. V2.0 generates the meta rig automatically, so I did that and then modeled a character to match the metarig rather than creating a rig for a model like in the V1.3 video. Can I follow the rest of 1.3 tutorial and weight paint the meta rig to the model? Do I still need the UE 4 mannequin that you used in ā€œRigging a character for Unreal Engine 4 with Blender, Rigify and Uefy 2ā€? The ā€œEasy rigging for UE4 Mannequin in Blender with Uefy 2.0ā€ separates the mannequin from the original armature, but there must still be weight painting or something left behind? I tried just auto generating the rig similarly to the Easy rigging video, but bones had no effect on the model so I must be missing something.

Thanks again for your help. Even though Iā€™m still working out all the kinks the plugin seems like itā€™s going to be really useful.

With Uefy 2 there is no need to manually build the initial skeleton like it was done in the previous version. In object mode Shift + A -> Uefy Script -> Reference Skeleton -> Basic Posing Skeleton to get a prebuilt skeleton into the scene. You can then position these bones to your static mesh in edit mode and weight paint them. If needed you can reference the old video to get an idea of where all the bones go.

Once that is done it is just another mesh you can rig following this tutorial https://youtu.be/mg75kSkKkug

The Easy rigging video is for the mannequin only. Since we already know exactly what needs to be built everything is preconfigured. Youā€™d follow the link above for any custom characters.

You can use this playlist to see Uefy 2 tutorials in order: https://www.youtube.com/playlist?lisā€¦vLXkTk0E0B2FRA

Alight, I think I got all of that. Iā€™ll give it a whirl and see how it goes. Thanks for your help.

Can anyone share here a working FBX For the Mannequin from Unreal?

Uefy v2.2 Released!

This version adds support for Blender 2.91

Adds support for rigging Character Creator 3 meshes by including a preset metarig for CC3. This includes a prebuilt facial rig along with knee and elbow joints so you donā€™t have to create it manually.

There is also a new tool to help transfer Shape Keys. The shapekey transfer will only work when the source and target meshes have the same vertices and pose. For transferring facial shape keys from CC3, this is all we need.

Thanks for this. I can successfully get a Makehuman character into UE4 via this, with the mannequin skeleton, however it disappears as soon as I preview an animation. What could be causing this?

try to set rootmotion on it

This can be a few things but more often than not it is a scaling issue. You probably did not set the unit scale to 0.01 at the start of the process and/or did not apply transforms correctly as shown in the rigging videos. With Makehuman you will get a range of different sized characters on import depending on your settings in the makehuman app. Here you have rigged your character when it was either too small or too big relative to a normal sized mannequin. This is not always very apparent when looking at the imported character in unreal editor viewport. But it really messes up when you play animations.

Start a new blend file. Set unit scale to 0.01 and import the Unreal mannequin. That mannequin could now be used to set proper relative scale on your imported character.

When you disconnect the mesh from armature on your Makehuman character. It will either grow too big or become very small depending on how you exported it from makehuman. Scale and position it correctly on the origin using the unreal mannequin as a reference. Then follow the rigging video as usual.

Thanks, the unit scale was exactly the issue. The only remaining difference between this and the mannequin is the further distance above the ground. Is there anything I can do to fix this?

First you want to make sure that translation retargeting options on the skeleton in unreal has the root bone set to ā€˜Animationā€™ and pelvis set to ā€˜Animation Scaledā€™. That should improve if not fix it completely, then you may also want to adjust the height of the mesh in your blueprint. The rest of the bones should be set to ā€˜Skeletonā€™ as shown in the rigging videos.

That fixed it! Youā€™re actually a wizard. Thanks so much.

Hello, could you please do a tutorial on how to use this script with genesis 8 figures using the free daz to blender bridge? I bought your product but Iā€™m so new to blender that I canā€™t figure out how to adapt the steps to daz figures. I would love to learn how can I do that. Daz Studio and Genesis figures are free and the daz to blender bridge is also free. You can download daz studio and daz to blender for free at daz3d.com. Thank you.

Hi, I bought your nice script and follow the tutorial and look like everything looked ok in a blender, but when I imported it in UE4 with a compatible SK_Mannequin Animation (following all the skeleton modification you explained to do in UE4) everything was destroyed, bones, look like, was not moving in the right axes ā€¦ But after a bit of a try and fail, I manage to make it work by changing the ā€œAdditive Anim Typeā€ to ā€œMesh Spaceā€ in the ā€œAsset Detailsā€ of the animation ā€¦ whatā€™s the problem ? Where did I make a mistake ? Is it OK to keep it like that ? Thank for your response.

I donā€™t make such changes to animations and they work correctly for me. Not sure what you did different. You can send a reply to the email with your order id, attach your blend file and I can take a look it.

everything was going swimmingly, and then I clicked build skeleton and suddenly it threw a bunch of errors. specifically with epic skeleton, not with free form

Does Uefy 2.x improve on the result of a MakeHuman character, or is it the same output/final pose as 1.3? Iā€™m adjusting bones at the end with 1.3 to improve how things look a little. Less back arch, fingers, etc.