Hi! I’m new to Unreal Engine (I come from Unity ), and although I’ve watched some tutorials, I still find things a bit confusing.
Right now, I need to create some character models, but they must be compatible with Unreal’s rigging system so they can properly use existing animations (like those from the default mannequins or other characters). However, I’m not sure about the exact bone hierarchy, naming conventions, or structure that Unreal expects.
Could someone guide me on this? For example:
What does a correct Unreal-compatible rig look like (bone names and hierarchy)?
Are there any standard templates or references I should follow?
How can I test my model in Unreal using existing animations, like the mannequin animations?
I’ve attached an image of a test model with its current rig for reference.
I hope I explained myself clearly. Thanks in advance!
Hi @Peter-MF and welcome to the forums, I understand how frustrating/confusing it might be switching and adapting workflows from one engine to another. Hopefully we can make it a bit easier here in the forums
It seems that the image was not able to upload, however I will try my best to provide answers to your questions:
Standard Templates, Bones Names and Hierarchies:
You can download an example of the Rig by downloading the Unreal Engine Mannequin itself. To do so I would recommend to open a new project using the Third Person Template, once it opens go to your Content Browser → using the search bar type in “SKM_Manny” or “SKM_Quinn” → you will see an asset pop up with a thin pink line under the thumbnail preview (this is a skeletal mesh) → right click it and go to “Asset Actions” and “Export” save it to the file you would like to have it in and then you can import it to your preferred modeling authoring program to dissect the rig. (You can also just open the skeletal mesh by double clicking it and it the right hand corner you will find a tab named Skeleton Tree)
Testing your model Using Existing Mannequin Animations:
If I understand it correctly when applying default UE5 Mannequin animations to a custom model you will be using the “IK Retargeting” feature. This should allow you to map your custom skeleton’s bones to the Mannequin’s skeleton, therefore bone hierarchy does not need to be a perfect match to the original template.
Ik Rig animation Retargeting : this covers step by step on how to transfer animation, it also includes the prerequisite
IK Rig Overview: here you will find how to create the solver that drives the proportions and movement logic before you retarget.
I hope this information helps. If you run into any problems or need further assistance please let me know and I’ll see what information I can find/provide
So, the real answer is that almost none of it matters.
You can use re-targeting to get the animations that come with the engine or other stuff to work for your custom rig.
likely the only caviat is that you can’t rig “retarded”. you can’t have 2 bones for where a real skeleton would only have one, for instance.
So long as you follow regular anatomy and common sense while creating your skeleton and rig you are good to go.
I strongly suggest you just forget all about using anything Epic provides since you are new to this.
If you make your own stuff you will NEVER have a “WTF” or “Rips hair out” moment.
Since you have experience with unity you should be A Ok…