Bro Thank you so much, this turned a weeks worth of manual work into one nights worth of work. This plugin has made the whole process of making the Manny UE5 skeleton on my custom characters so simple and your tutorial helps with weight painting and workflow. Time to root through your library to find more useful knowledge, thank you for the 1up in the Blender/UE5 game. Coffe incoming
@@JustAnotherDangHowToChannel So I am using this awesome tool and your tutorial to remap synty assets to the unreal 5 manny skel. This allows me to take advantage of a lot more template assets and blueprints such as modular characters. Any advice on slicing up assets in blender, I have modular assets so had intended on just copying the cut points. I assume based on this tutorial it is as simple as cut the assets and link them to the skeleton in their designated place and export. If you haven't already, it would be loved to have a tutorial on custom modular characters for character creator and gore systems and any insights into batch processing.
I cannot begin to explain how much thankful and in debt i fell with you in this moment. I put apart my studies for two straight days just to begin prototyping with stuff in unreal engine because it has been a dream of mine to rework an old game i liked as a kid, nowadays i do know how to code (although im still learning) and i have wanted to get into unreal for a long time. i started learning both unreal and blender thinking i would someday be able to get my first model for the main character into the game, turns out after watching 28 videos of 20 minute length each one, i couldn't even follow the instructions for the donut properly due to discrepancies with the options shown in the tutorials, so i gave up. Time went by and someone leaked the original models of the game, so i gave it another try. This time, i would only have to rig it, right?. And after two sessions of 12 hours in front of the monitor watching videos to solve every doubt or problem i face, and starting all over again because EVERY video TRAGICALLY mentions JUST at the end, that "whatever you just did, wont work on unreal properly"... yeah, thank you for nothing. I stumbled upon your video casually scrolling trying to find a way to get my rig to be recognized by the default animations of unreal, and finally i can say a tutorial has worked perfectly. You show ALL the process, on a transparent way, and SHOW THE GOD DAMN RESULTS PORTED TO UNREAL, BEING FUNCTIONAL, UNLIKE 99% OF THE VIDEOS OUT THERE. THANK YOU, YOU ARE THE GOAT DUDE.
So you cant animate with this rig? There are no controllers. What. don't know if i did anything wrong. But If im understanding correctly im supposed to animate with the Unreal rig, but stuff seems parented wierdly. Or maybe weightpainted wierdly.... Do i have to set up my own IK? im so confused
If you want to create animations in UE you need to create a control rig. Traditionally the other option is you create all your animations on Blender or Maya then import them UE.
@@SvampMamma That's my problem as well. I want to create more animation, but its not feature of this addon. I did make few animations with this Unreal rig(in blender) for export to UE. Did without IK, just manually moved and rotated bones. Craрpy animations just for test. Then when exporting animations, when I choose Skeleton as SK_Mannequin, my animations are without my character mesh, there is Unreal's Mannequin. So I manually change preview mesh for each animation to my character. And everything works, but I need to find a way in Blender how to connect another rig with IK, and then bake animation from it to this Unreal rig. (I'm not gonna create IK for Unreal rig because then it will break hierarchy)
@@sycomorah1380 I found a work around. There is an addon to blender called Mr.Mannyquin. It gives a UE4 character with rig that you later can convert to UE5 with the retargeter. I also have a friend who animated the UE5 rig in Maya. I could ask her how she exported it.
Thank you very much for sharing your knowledge.
Bro Thank you so much, this turned a weeks worth of manual work into one nights worth of work.
This plugin has made the whole process of making the Manny UE5 skeleton on my custom characters so simple and your tutorial helps with weight painting and workflow.
Time to root through your library to find more useful knowledge, thank you for the 1up in the Blender/UE5 game. Coffe incoming
Glad it helped!
@@JustAnotherDangHowToChannel So I am using this awesome tool and your tutorial to remap synty assets to the unreal 5 manny skel. This allows me to take advantage of a lot more template assets and blueprints such as modular characters. Any advice on slicing up assets in blender, I have modular assets so had intended on just copying the cut points. I assume based on this tutorial it is as simple as cut the assets and link them to the skeleton in their designated place and export. If you haven't already, it would be loved to have a tutorial on custom modular characters for character creator and gore systems and any insights into batch processing.
I cannot begin to explain how much thankful and in debt i fell with you in this moment.
I put apart my studies for two straight days just to begin prototyping with stuff in unreal engine because it has been a dream of mine to rework an old game i liked as a kid, nowadays i do know how to code (although im still learning) and i have wanted to get into unreal for a long time.
i started learning both unreal and blender thinking i would someday be able to get my first model for the main character into the game, turns out after watching 28 videos of 20 minute length each one, i couldn't even follow the instructions for the donut properly due to discrepancies with the options shown in the tutorials, so i gave up.
Time went by and someone leaked the original models of the game, so i gave it another try. This time, i would only have to rig it, right?.
And after two sessions of 12 hours in front of the monitor watching videos to solve every doubt or problem i face, and starting all over again because EVERY video TRAGICALLY mentions JUST at the end, that "whatever you just did, wont work on unreal properly"... yeah, thank you for nothing.
I stumbled upon your video casually scrolling trying to find a way to get my rig to be recognized by the default animations of unreal, and finally i can say a tutorial has worked perfectly. You show ALL the process, on a transparent way, and SHOW THE GOD DAMN RESULTS PORTED TO UNREAL, BEING FUNCTIONAL, UNLIKE 99% OF THE VIDEOS OUT THERE.
THANK YOU, YOU ARE THE GOAT DUDE.
Which game are you trying to rework?
It take me hours find this tutorial !
Thanks bro
Thank you for the great tutorial!
great tut
thank you, is a nice video that help me a lot
My character is getting huge when standing still and tiny during walking animations, I don't know what happened
same here, you find a fix?
Super helpful, thanks so much!
Glad it was helpful!
Good tutorial, thanks
thank you so much
My game rig dont show up, i have alrady reinstalled multiple times and installed other versions, nothing works, help me
Thank you so much!
ive been trying to do this with the mannyxr rig for vr hands, but am struggling
followed to a T. my character is huge when standing still. normal when running and small when landing
I saw in another comment that keyframing scale causes issues
So you cant animate with this rig?
There are no controllers. What.
don't know if i did anything wrong. But If im understanding correctly im supposed to animate with the Unreal rig, but stuff seems parented wierdly. Or maybe weightpainted wierdly....
Do i have to set up my own IK? im so confused
If you want to create animations in UE you need to create a control rig. Traditionally the other option is you create all your animations on Blender or Maya then import them UE.
@@JustAnotherDangHowToChannel Yeah, i wanted to animate in blender. But i got hold of a UE4 rig that i later convert to UE5.
@@SvampMamma That's my problem as well. I want to create more animation, but its not feature of this addon.
I did make few animations with this Unreal rig(in blender) for export to UE. Did without IK, just manually moved and rotated bones. Craрpy animations just for test.
Then when exporting animations, when I choose Skeleton as SK_Mannequin, my animations are without my character mesh, there is Unreal's Mannequin.
So I manually change preview mesh for each animation to my character.
And everything works, but I need to find a way in Blender how to connect another rig with IK, and then bake animation from it to this Unreal rig.
(I'm not gonna create IK for Unreal rig because then it will break hierarchy)
@@sycomorah1380 I found a work around. There is an addon to blender called Mr.Mannyquin. It gives a UE4 character with rig that you later can convert to UE5 with the retargeter. I also have a friend who animated the UE5 rig in Maya. I could ask her how she exported it.
@@SvampMamma
About Maya, thank you, but no need, I only want to stuck with blender.
I will try Mr.Mannyquin. Thank you so much!
nice video Thank you!!!
Glad you liked it!
Hi, I dont see the joint tweak, fingers, Body parts or fingers tweak, just the gray area, can u help?
hmm, did you initiate mannequin setup?
Did you find a solution? I have the same issue. And yes, I initiated the skeleton.
Also check you are in Pose Mode
I have the same fricken problem too :(
how do i select individual joints and move them withour affectin the one on the other side?
just disable the symmetry toggle.
Thanks!
You're welcome. Appreciate the super thanks!
Why is my character stuck in T-Pose? I followed your tutorial to the leter.
Does anyone know why my options like "fingers tweak, joint tweak" do not appear in the toolbar?
restart the blender. it took me a lot of hours to figure this out but when i reopen my blender again, it appeared.
Cant figure how to tweak fingers in 4.1. There's no joint tweaks and stuff. Documents still not loading.
did you find a solution?
@enearusconi9336 not sure what I did. I tried again after an hour with a fresh install an it worked.