Sounds like you are using automatic weights for only one mesh. You could select your second mesh, shift click the armature and use Ctrl+P to use automatic weight again. Alternatively I believe there are tools in blender to project weights from one mesh to another.
In any case this is probably not going to give you workable results. Automatic weight painting is a good starting point but you will need to make a lot of manual updates to both of your meshes. Depending on how different your second mesh is from your main mesh. It might deform very differently.
I still use 1.3lite,sorry I will by pro In the very near future. I have question, is it possible to create several characters in one scene in blender? I tried to clone and rig layers disappears for cloned characters. The rig is there, it works, but tool ârig layersâ invisible.
And 2nd, do you planning improve, change uefy script?
it is an excellent tool and the developer helps a lot of in the process, easy to follow with the video tutorials.
i just having a issue that maybe is related with the version that I have or bad step, but as you see in the video, when I create the final rig with the Uefy skeleton using the unreal mannequin with full twist it doesnât rename correctly the u_twist_02.upper_arm.L and u_twist_02.upper_arm.R
try to use link projects, maybe in that way you can have multiples characters in one single scene.
The second twists are not really part of the epic skeleton, any name will do. If needed you can use the âScan Armatureâ in Skinning Rename Tool section to create a uefy_skin_custom.json file and rename the twists to whatever you require.
You can also reuse the json file on future characters. It was done this way because Uefy also supports the free form mode where you can have any number of twist bones and this naming scheme is convenient.
hello, I have 2 questions:
1-what if I want to add the UE4 ik bones like for example
ik_foot_root
_ik_foot_l
_ik_foot_r
to to a free form right like for example the cat or robot, how do I need to setup it?
2- do I need to create the rig in free form if I want to add a weapon bone to the hand? because with the Epic skeleton I got an error, if I add that bone (I am using a super copy for the weapon bone).
You can check Advanced Character Rigging Tutorial for UE4 with Blender, Rigify and Uefy 2 - YouTube for many examples of adding extra bones to a rig built for Epic Skeleton. If it is not working for you then you likely missed something.
You can also add supercopy bones to free form rigs to act as IK bones.
Does Uefy support the latest version of Blender LTS(2.93.2)? The website says 2.83 LTS which is pretty ancient these days.
Yes ⌠Uefy v2.2 works with Blender 2.93 LTS. From Uefy v2.3 (when it is released) the required blender version will be updated to Blender 2.93 LTS.
But regardless current version works fine too.
Do you have a suggestion for using uefy pro to add an armature and rig to a mesh without an existing armature?
In blenderâs object mode you can do Shift + A â Armatures â Uefy Script â Reference Skeleton â Basic Posing Skeleton to add a prebuilt skeleton into the scene.
You can rotate/position this skeleton into your mesh and weight paint it. After that just follow the tutorial for rigging characters with Uefy 2.0 from the start.
Uefy v2.3 Released:
- Added new preset to rig Daz Characters
- New function to merge weight paint on bones
- New function to remove preexiting rigs
- Blender requirement updated to Blender 2.93 LTS
Uefy v2.3 is a free upgrade. Use your existing emailed download link to get the latest file.
Hello. Looks like I found a problem in your armature. I am currently using your armature to paint my characterâs weight and found that the upper_arm_tweak 001 and thigh_tweak 001 controls have no effect on the mesh. Also in Ue4 the bones upperarm_twist_01 and thigh_twist_01 have no length. They are just dots.
Can this problem be fixed without waiting for the update? Maybe I need to enable some kind of checkbox?
I just rigged a mannequin in Blender 2.93.5 and Uefy v2.3 to test the twist bones. They have proper length and are working correctly.
upperarm_twist_01_l
thigh_twist_01_l
To clarify further you will not see length for all bones in UE4. The idea of a head and tail for every bone only exists in Blender. For UE4 and other software a bone is just point for a transform. They use extra leaf bones to denote length it is just for cosmetic/display purposes. This is not an error.
I have Blender 2.93.4 and Uefy v2.3. Iâll add screenshots for clarification.
This control does not control the mesh in my case.
And this one works fine.
And this is how the twisting bones look in the engine.
It makes no difference to me how the bones look in the engine. Although the bone looks like a point, it affects the mesh. The main thing is that everything works in Blender. And this problem is relevant for both hands and feet.
I do not exclude that I could mess up somewhere, but I donât know where.
The default mannequin in Unreal has one twist bone in the upperarm and one twist bone in the lower arm.
The control âupper_arm_tweak.L.001â controls the second upperarm twist bone which is only created if you set twist option to âFullâ for the âBuild Skeletonâ. It is not doing anything because in default mode there is no second upperarm twist bone. This matches the unreal mannequin skeleton exactly.
The same applies to the upper thigh bone.
I should also add that although the tweak controls work. You should avoid using them for the upperarm and upperthigh when building for Epic Skeleton. Instead an alternative is provided:
twist_01.upper_arm.L
twist_01.thigh.L
The reason for this is because there are differences in how twist bones are ordered in Rigify vs the unreal mannequin. There are differences in where they are placed and also the parts of the arm that are expected to be painted to the twists are different.
My priority is to get maximum compatibility between the rig in blender and unreal marketplace animations. Because that is how I use this plugin. Buy animations from the marketplace, fill gaps using the rig in blender if needed.
Therefore the default option when building with âEpic Skeletonâ mode provides the alternative bones listed above which behave differently from the default rigify rig and match more closely to how unreal expects animations to behave.
AlternativelyâŚ
If you donât care too much about the mannequin compatibility or unreal marketplace animations. Perhaps your project consists mostly of animations you make yourself. You can build the skeleton in âFree Formâ mode which will give you max compatibility with rigify while still exporting a game engine friendly rig.
(Donât use âFix Metarigâ operator when using Free Form mode, check the video tutorial for it)
can anyone help me with this error im new to uefy and blender
whenever i try to extract the mesh i get this error and idk why pls help im losing my minddd
The error indicates that the modifier has not been setup correctly. For example if you add an armature modifier to a mesh. Then go into the mesh modifier properties and delete the Object option from the armature modifier. This will make create a situation where the mesh has a modifier but it is now in an invalid state.
So basically this is a Blender error not from the addon.
Removing the armature modifier and reattaching it to the mesh should fix your issue. Otherwise you need to figure out what you changed and fix it.
Following the Rigify to UE with optimized animation rig in Blender using Uefy 2.0 tutorial on Youtube my horse doesnât work out. Iâm using Uefy 2.3 and when I click the Build Skeleton the Horseâs leg bones disappear and it doesnât export to unreal. I get errors too. "ERROR: Make sure âabdomenâ bone has a Rigify type set in POSE bone data properties. Same error for âhipâ bone. I try setting a Rigify type for those bones and they still donât work.