Using the default mannequin skeleton in blender

Hey folks,

Im trying to import the UE4 default mannequin skeleton into blender and parent it to an existing object - The end goal is to be able to import that new skeletal mesh into UE and assigin it the existing mannequin skeleton.

Here’s how importing the UE mannequin in blender looks like - here are the import settings, primary and secondary bone axis are set to -X / Y (not sure if that’s the correct setting, but that how it should be done according to the older posts)

302210-capture.png

This is how the import mannequin and skeleton look like, it seems something breaks, is this how it should be?

And that’s the new model on top the mannequin

I remove the mannequin mesh, and reattach the existing skeleton to the new mesh, import the FBX into UE4 assigning the skeletal mesh the existing default mannequin skeleton - Not importing the skeleton from the FBX.
In UE, the skeleton looks the same as in Blender, but it’s different than how the default mannequin skeleton looks like on the mannequin mesh…

All animations break.
How is this process done properly?

Turn off add Ignore Leaf Bones in the import settings in Blender.

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