Hey everyone
I am a content creator and would like to make player characters in EU4. If possible i would like to use a workflow that can be used for creating assets that are suitable for the Marketplace.
I was wondering if Epic accepts skeletal meshes that are only compatible with the default UE4 Mannequin skeleton after animation retargeting. Because I work in Blender, it is far easier for me to set up a rig in Rigify, create animations which apply to that rig, and then use animation retargeting in the Editor. Alternatively, I have found a workaround in Blender which allows me to import the meshes directly to the UE4 Mannequin skeleton (by adding many extra bones and bone constraints in Blender). This method is however very complex and requires a lot of work if I want to make tweaks to the rig afterwards. Because Epic employees in their livestreams seem to encourage users to use things like Blender and the Unrigify addon, they might accept assets that are created in this way on the Marketplace, even more so because they seem to have the same functionality as assets that are actually rigged to fit directly onto the UE4 Mannequin skeleton.
So the question is: are humanoid skeletal meshes that use animation reatargeting to fit the UE4 Mannequin skeleton, accepted onto the Marketplace? Or should i use the (far more complex) workaroud which allows me to create fully compatible meshes in Blender? Also, feel free to tell me if you think I should not even bother to make these characters in Blender anyways.
Thanks in advance for the support!
I am a content creator and would like to make player characters in EU4. If possible i would like to use a workflow that can be used for creating assets that are suitable for the Marketplace.
I was wondering if Epic accepts skeletal meshes that are only compatible with the default UE4 Mannequin skeleton after animation retargeting. Because I work in Blender, it is far easier for me to set up a rig in Rigify, create animations which apply to that rig, and then use animation retargeting in the Editor. Alternatively, I have found a workaround in Blender which allows me to import the meshes directly to the UE4 Mannequin skeleton (by adding many extra bones and bone constraints in Blender). This method is however very complex and requires a lot of work if I want to make tweaks to the rig afterwards. Because Epic employees in their livestreams seem to encourage users to use things like Blender and the Unrigify addon, they might accept assets that are created in this way on the Marketplace, even more so because they seem to have the same functionality as assets that are actually rigged to fit directly onto the UE4 Mannequin skeleton.
So the question is: are humanoid skeletal meshes that use animation reatargeting to fit the UE4 Mannequin skeleton, accepted onto the Marketplace? Or should i use the (far more complex) workaroud which allows me to create fully compatible meshes in Blender? Also, feel free to tell me if you think I should not even bother to make these characters in Blender anyways.
Thanks in advance for the support!
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