[Blender addon] Rig any character with the UE5 Manny/Quinn skeleton

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  • čas přidán 9. 09. 2024

Komentáře • 564

  • @CGDive
    @CGDive  Před 9 dny

    **IMPORTANT: Here is a video about how to solve Bone Heat error without addons:**
    czcams.com/video/FuiY0wtxdHQ/video.html

  • @lildevilgamer
    @lildevilgamer Před rokem +12

    Yesterday I found out and watched your video about the addon for UE4 and was like 'This is awesome. I wonder how long till we get an addon for UE5"

  • @michaelderosier3505
    @michaelderosier3505 Před rokem +3

    Best $15 asset for game development. It does everything he promised, with additional editing features to fine tune your model. I have searched so many tutorials and they always manage to skip over a major detail. A few recommendations to the Developer; keep your tutorials up-to-date with each update and add a feature that imports the textures with the model. Thank you brother! I look forward to seeing your next application.

    • @CGDive
      @CGDive  Před rokem +1

      Thanks for the nice words!
      I admit that we need to keep the tutorials up to date.
      The UE addon is actually fully covered, I think. The tuts for the Core GRT addon need an update tho.
      As for textures, the addon does not currently handle export and import so this is not planned for now.

  • @CornRecords972
    @CornRecords972 Před 11 měsíci +2

    That Voxel Heat Diffuse skinning addon is incredible things for mentioning it.

    • @CGDive
      @CGDive  Před 11 měsíci +1

      Glad you like it. I have a video just about it
      czcams.com/video/QoKwjvuXb9I/video.html

  • @chaver28
    @chaver28 Před rokem +4

    you have no idea how much i love you after this video and your send2ue video as well :D i have now subbed because i have been really struggling with rigging for like a month now but this way worked flawlessly... you have all my respect dude because you just made my life much more enjoyable haha

    • @CGDive
      @CGDive  Před rokem

      Awesome and thanks for subbing!

  • @DJDub4321
    @DJDub4321 Před rokem +11

    I have tried so many different tutorials and this is by far the most reliable. Thanks for walking us through it! Also, very interested in a solution to the arm clipping/frog thing if you can. 👍🏽👍🏽

  • @skeletonking4119
    @skeletonking4119 Před rokem +3

    I will gladly give it an try! From what I see so far it’s indeed an “MUST-HAVE-ADDON” for blander + unreal users! I am in my learning in blander, after it I will jump into unreal! Thanks you all for hard work and yes! Cheap price !

  • @nolca
    @nolca Před 7 měsíci +1

    Only this tutorial tells you how to do the "Fix" part, I love this!

  • @NickFair16
    @NickFair16 Před 6 měsíci +1

    Great tutorial! A few things have changed since this release in Unreal Engine 5.3.2, but this was very helpful in figuring out some issues I was having with IK bones being pulled too far, etc.
    A new tutorial with UE 5.3's new retargeting system would be monumentally helpful!

  • @FPChris
    @FPChris Před 15 dny

    When AccuRig exports UE5 I’ll be a happy man.

  • @activemotionpictures
    @activemotionpictures Před rokem +1

    Another marvelous explanation from CGDive! Great video! I can't wait to try this on my U5 project. Thanks for the update!

    • @CGDive
      @CGDive  Před rokem +1

      Very welcome!

    • @samsunga5634
      @samsunga5634 Před rokem

      @@CGDive can you make a tutorial how to change the characters in lyra using the cartoon animal for example

    • @CGDive
      @CGDive  Před rokem

      @@samsunga5634 I'll keep it mind but I haven't even looked into Lyra yet.

  • @RetroGenetic
    @RetroGenetic Před rokem +2

    I really like this business model, as right now I need something like this for some quick testing but if I were to end up in positin where I need to use it in something proper, well I'd say at least double of the asking seems like fair price

  • @9b8ll
    @9b8ll Před rokem +2

    Thank you so much. I gotta try out UE5 really soon

  • @ronioclarenzo6137
    @ronioclarenzo6137 Před rokem +1

    Great tutorial, fantastic addon! Thanks for everything!

    • @CGDive
      @CGDive  Před rokem

      You're very welcome!

  • @Bot_GamingX
    @Bot_GamingX Před rokem

    Ive been rigging lego characters and it was not importing properly from the epic fig rig addon but this video helped massive and its imported to unreal and working

  • @bill43208
    @bill43208 Před rokem +2

    Thank you so much this video was much needed, incredibly helpful, and easy to follow. I have been needing this exact setup for my game but haven't been able to find anything like this until now.

  • @PretendCoding
    @PretendCoding Před 10 měsíci +1

    The model has since been deleted, and it took some tracking down, but for anyone curious, the model he used in the video did not have a skeleton/armature before he started using the addon.

  • @tommylee7102
    @tommylee7102 Před rokem

    now im in love with this guy

  • @JoySenseKO
    @JoySenseKO Před rokem

    You are just simply amazing! Will support your plugin definitely!❤

  • @devinmcphee8890
    @devinmcphee8890 Před 11 měsíci

    Extremely helpful. Thank you, man.

  • @sulivarace7138
    @sulivarace7138 Před rokem

    Here it is all good on my side, I managed to solve all the errors that I encountered, even the textures, it was a model that I had created and therefore there were two UV maps, there just had to delete the one that wasn't used.
    Now, I'm going to find out how to correct the weight errors, I mean by the weight painting which is not optimal but you made a video on the question so I know what I have to do :)

  • @yybu2
    @yybu2 Před rokem

    thank you for the tutorial,this is what i looking for

  • @jorrdan.
    @jorrdan. Před 21 dnem +2

    I have a humanoid character that I used this on and it works almost perfectly, but the foot bends a little weird when the character is performing the ue animations (especially idle and walking). I've checked many times to make sure the bones are placed properly (and redid the rig a few times), but the issue persists. Do you know how I might go about solving this issue?

    • @GAMERSMOBILE
      @GAMERSMOBILE Před 12 dny

      Same issue, trying to figur it out myself

  • @mikeo2413
    @mikeo2413 Před rokem

    really bless you for being you love you great job we need people like you your appreciated!!!!!!!!!

  • @danq2656
    @danq2656 Před 9 měsíci

    Thank you so much for this. I cant get AutorigPro to work with UE5 but your stuff is basically better. Cheers!

  • @amigoface
    @amigoface Před rokem

    definitely check this out when i have a chance

  • @gerhardbotha8793
    @gerhardbotha8793 Před 4 měsíci

    Thank you so much I have tested it already and it works like a charm! Well done with this addon. Is there any chance in the future for a control Rig to come to the addon. Also a video dedicated to creating a control rig for this Mannequin would be awesome. That being said this addon is already very usefull! Thanks agian!

  • @mathaimoua
    @mathaimoua Před rokem

    You saved my game, thanks!

  • @mikeo2413
    @mikeo2413 Před rokem

    what up hope this works fo me had nothing but trouble with the other again THANX FOR YOUR WORK

  • @MrCaipa
    @MrCaipa Před rokem

    this helped me so much!!! Thank you!

  • @KatieDeSousa
    @KatieDeSousa Před 2 měsíci

    This is so helpful! 💞

  • @UNDERKING_UDK
    @UNDERKING_UDK Před 9 měsíci

    This is the tutorial I was looking for. You brought me out of hell.
    Thank you teacher :) !!

    • @CGDive
      @CGDive  Před 9 měsíci +1

      Happy to help!

  • @CarloMercadoJudgementProject

    I think with the Uefy pluggin you dont need to use too much or your addom, mainly the bones positioning tools, because the Uefy set the rolls for UE5 compatibility, maybe if you can pass the the skeleton of the Uefly tool to your exporter tool that can be another plus too.
    and another problem is like procedular bones that need to be animated in Unreal base in another bones, they dont have a easy way to changed to Unreal rolls so they are easy to setup in unreal. if that can be done with your addon in the future can be really useful.
    One example imagin an armor bone in the lower arm that need to be rotated relative to to hand rotation to avoid penetrations, or a Shoulder pad armor that ajusted relative to the shoulder and Upper arm bones, basically to this one to works better in unreal they need to have the same bone rolls orientation of the parent bone in the case of the Shoulder pad is the Clavicle bone.
    for solving this problem I got a trick that copy the bone orientation when I apply the Unreal rolls to my custom procedular bones, but the problem is that is copying the orientation for a existing order I can not create one

  • @tiberiusgames1109
    @tiberiusgames1109 Před 10 měsíci +1

    [Solved, see reply] I got a 'failed to merge bones' error when importing the character to UE5.3. Anyone else running into this problem? I have no idea how to fix this or where to start.

    • @tiberiusgames1109
      @tiberiusgames1109 Před 10 měsíci

      possible fix: A mistake on my part. I had two rigs (from an earlier attempt) and I exported rig 'root.001'. I remove the old rig and renamed the new one to 'root' and this fixed the issue.

  • @KulTheSwordsman
    @KulTheSwordsman Před rokem +1

    For fixing "Bone Heat..." warning without another add-on; select your mesh, enter edit mode, select all of the vertices, from menu Mesh - Merge - By Distance; and then parent it. If you still get same warning, change merge by distance's distance by deleting a zero after the comma on tool options; and then parent with auto-weights.

    • @TommyGunsXL
      @TommyGunsXL Před rokem +1

      But this will merge vertecies that are close together and destroy your topology and UV map. The bone heat issue normaly appears on high poly meshes, or when vertecies are placed too close together. I avoid this by changing the scale of my scene, to make my mesh 10 times bigger before I parent it to the rig with auto weight. Then I scale it back down with export options.

    • @KulTheSwordsman
      @KulTheSwordsman Před rokem

      ​@@TommyGunsXL I am currently testing to find a workflow from Blender to Unreal Engine 5 with default mannequin skeleton; and right after seeing your comment i checked my UV islands of my "merged by distance" mesh. There was no weird stretching or merging on UVs, nor any topological problems. I used "0.001 m" distance at most ( 0.0005 m also worked) while testing and had none of those problems. I am using Game Rig Tools & Voxel Heat Diffuse Skinning Addons; and for hands/fingers or any close parts of the body it is better to be weighted by Blender's native auto weight for the best result on my tests. One of the addon solves bone error with Surface Diffuse Heat Skinning, but that gives worse results than the native auto weight.
      I'll keep "scaling" tip in mind just in case, but i really dont want to mess around with scaling, especially after parenting. Unreal barely accepts my models without giving warnings and i dont want to add more by playing around with scaling while it is already working. Thanks for the warning though.

    • @griseldaflores6362
      @griseldaflores6362 Před rokem +1

      @@TommyGunsXL Just relax all the vertexes, thank me later. I didn't even have to merge anything! (Maybe once for a clean up?)

    • @TommyGunsXL
      @TommyGunsXL Před rokem

      I'm also still looking for an fast and easy way to export UE5 skeleton based rigged charachters from Blender to Unreal 5. I bought Auto Rig Pro for Blender and it works very good so far. I Didn't change the scaling in Blender to match Unreals unit system and it exportet it in the correct size, without the bone heat issue or anything else. It also auto renames all bones when you export with Unreal settings. I added custom bones for some testings (bouncing breast bones... for the sience) and it also worked. Very promising so far, but it's not a free addon.
      And if "remove by distance" merged vertecies on the default value, you most likely had some bad geometry. I think the default value is 0.0001 m which would be on a microscopic level.

    • @KulTheSwordsman
      @KulTheSwordsman Před rokem

      @@TommyGunsXL If you do not have watertight one continueous mesh; which is the usual case where your character has layers of clothes/leather parts/metal parts and bags etc. on top of each other, some vertices can exist really close, that does not mean it has bad geometry. That is also the reason you need voxel heat for weights of those seperate parts unless you dont mind manual weight painting which i am avoiding to have a fast workflow. Auto Rig Pro have it's own exporter for Unreal but i do not use that one for rigging, so i use native Blender fbx export.

  • @kawaiistef
    @kawaiistef Před rokem

    Very useful, thank you!

  • @cotyclark
    @cotyclark Před 7 měsíci +1

    Great video! Is it possible to go back and tweak bones once you've applied rig and weigh painted? I originally made the shoulder bones too high and want to edit them without rigging from scratch.

  • @javissupreme
    @javissupreme Před rokem

    u saved me - and for that, i thank you sir!

  • @epicsucker3388
    @epicsucker3388 Před rokem +1

    Thanks a lot !!!!!!!!!!!

  • @damiengates7581
    @damiengates7581 Před 9 dny

    Also lol, it didn't select some part of the armature in the beginning I guess and the scale difference is huge so switching armature did something crazy... I wonder if re scaling helps...

    • @CGDive
      @CGDive  Před 9 dny

      Yes, scaling is one of the factors :) Again here is my video czcams.com/video/FuiY0wtxdHQ/video.html

  • @OkaToka
    @OkaToka Před 10 měsíci

    Great addon. I'm using it for quite some time now, but recently I encounter one problem with a project, where I have worked with metahuman character. I was needed to attach metahuman head to custom body and I wasn't able to do it currectly this skeleton. Because it's simple version of manny. Metahuman requires full many skeleton version with all these additional torso bones. They used to properly attach head to the body.
    It will be great if full manny skeleton will be also available in the future.

    • @CGDive
      @CGDive  Před 10 měsíci

      Yeah, we are considering that. Thanks for the suggestion!

  • @blockcreationz1
    @blockcreationz1 Před rokem

    Great add-on. Thank you.

  • @ijerofei
    @ijerofei Před 25 dny

    Thank you!

    • @CGDive
      @CGDive  Před 24 dny +1

      You're welcome!

  • @jhonysteak5512
    @jhonysteak5512 Před rokem

    Well, I ended up getting there on several characters to memorize your workflow well, No errors to encounter, verdict, voxel heat diffuse skining is essential.
    Now I have to find how to import my skin shader and for the deformation of the body it is always present but this time if it only appears in Unreal engine when I control the character. In the viewport everything looks correct.
    This time I can't find info on this other problem, deformation, for the textures I should manage, there's a lot of info available on it.

  • @Ravend6
    @Ravend6 Před rokem

    Thank you very much!

  • @alexpoc
    @alexpoc Před rokem

    first 20 mins i was like wow this is a lot easyier.... 4 mins later..... i'm dooooommmeeed :))) i'll figure it out :)))

    • @CGDive
      @CGDive  Před rokem

      Haha, what's the problem?

  • @activemotionpictures
    @activemotionpictures Před rokem

    It would be awesome to see Uefy to U5 rig from Blender.

    • @CGDive
      @CGDive  Před rokem +2

      Yeah, uefy looks good and I bought it a long time ago but I found the learning curve a bit steep. So I never went too deep into it.

  • @goosesuka
    @goosesuka Před 2 měsíci

    thanks you

  • @Comic_Fan
    @Comic_Fan Před měsícem

    I just spent money on this thing, followed alone with your video (with my own character), and Voxel only deforms my character!

    • @CGDive
      @CGDive  Před měsícem

      There is something going on other than voxel heat. I would do the following:
      -select your character, press alt+P and unparent it
      -delete any existing Armature modifiers
      -delete all vertex groups if possible.
      Use Voxel Heat again.
      Don't forget that you can get your money back if you don't like the addon. Just contact Blender Market.

    • @Comic_Fan
      @Comic_Fan Před měsícem

      Update:
      I found your twitter page, and sent you a P.M. with the screenshot.

    • @CGDive
      @CGDive  Před měsícem

      @@Comic_Fan Probably the best place to ask such question is our discord. discord.gg/j8SQCjFsXP
      Please understand that solving such issues is not my job. I will try to help if the solution is obvious. For deeper issues, get in touch with the developer of Voxel Heat.

  • @damiengates7581
    @damiengates7581 Před 9 dny

    I didn't get an error, but it didn't work parenting with the automatic weights. I did 2 things: M->by distance for the whole mesh, and selecting "keep transform" when parenting and it started working now. Don't know which of these things did it.

    • @CGDive
      @CGDive  Před 9 dny

      Regarding the Bone Heat Error, I now have a video about it outlining all possible solution I know of
      czcams.com/video/FuiY0wtxdHQ/video.html

  • @Wrexthor
    @Wrexthor Před rokem

    Excellent tutorial!
    A tip for everyone having problems exporting to unreal, try the better fbx exporter plugin, it fixes all the fbx issues with importing morphs, bones being rotated etc when using fbx as a format.
    Something i would want some tips on is using the workflow in the video for clothing.
    If i do everything for a character that i want separate clothing meshes for (that will be separate from the character but needs the same skeleton/weightpainting), what would be a good workflow to set up the clothing meshes (im using daz stuff).

    • @CGDive
      @CGDive  Před rokem +3

      For cloths the Data Transfer modfier can be used to get the weights from the main body onto the cloths. I will make a tutorial about that soon.

    • @nathanp.3909
      @nathanp.3909 Před rokem +1

      Where can we find this fbx exporter plugin? That is where I hit a wall, the new version of pipeline :send to unreal , says "push assets" and then nothing comes up in unreal after? Please help me ahhh

    • @mostafaahmed9441
      @mostafaahmed9441 Před rokem +1

      ​@@nathanp.3909 You must apply transforms first before exporting it

    • @nathanp.3909
      @nathanp.3909 Před rokem +1

      @@mostafaahmed9441 Thank you!! got past that one but ever have "multiple roots are found in bone hierarchy" error with this rig? is it the rig causing the error?

    • @YellowBear592
      @YellowBear592 Před rokem

      @@nathanp.3909 I'm having the exact same issue, any fixes?

  • @themachotaildrop
    @themachotaildrop Před 7 měsíci +1

    When I add an animation to my character in ue5 the feet seem to slide around a bit. They also go through the floor in certain animations. What would cause this? Also will mention my characters body was different than the UE mannequin so I had to move the bones around a little.

  • @kenalpha3
    @kenalpha3 Před rokem

    Tip: someone released "Blend File Importer" for free on the UE marketplace. If you want to review it, or if it imports better for workflow, or if it can help you make your plugin better.
    A comment already said that UE doesnt update the textures if changed in Blender?

    • @CGDive
      @CGDive  Před rokem

      I saw it. I think it's for static meshes only. Still need to test it.

  • @eritumakafakafo3008
    @eritumakafakafo3008 Před rokem +1

    why i cant pick any of mannequin? Dont have a bar to select one like u in 3:10. EDIT: Turns out i had some confilct with i dont know what to be honest but after i deleted "game_rig_tools_Unreal" Folder from addons list in %appdata% folder and installed it again it works now. I can pick the Quinn5 or Manny4

  • @worbarry9735
    @worbarry9735 Před rokem +1

    my character is slightly off the ground as in the root bone is slightly off the ground compared to the standard mannequin?

    • @CGDive
      @CGDive  Před rokem

      Is this a question? :D

    • @worbarry9735
      @worbarry9735 Před rokem

      @@CGDive actually Its weird it is off the ground when viewing Skelton in editor but when playing game it's slightly below the ground lol

  • @dougmaisner
    @dougmaisner Před měsícem

    When I import the character and stick the manny 5 control rig on it, the character's arms end up flipped all over the place. What am I doing wrong?

  • @connorjade5460
    @connorjade5460 Před 6 měsíci

    Hi, I followed the instructions and everything works fine, but as soon as I replace the quinn model with my own, her Upper body works perfectly but her lower body gets messsed up. The legs gets raised up in the air like she's doing yoga in mid air😂😂

  • @icelemon201
    @icelemon201 Před rokem

    Nice thing! You should make Metahuman presets next, its hard to weight new clothes for them.

  • @statebeyond373
    @statebeyond373 Před 6 měsíci

    Hey this one worked perfectly for a cartoony character. All the retargeting worked and the animations work in play mode but I am having problems with a singular animation which is the “land” animation. the scaling of the character multiplies by almost x10 and then it revert to normal after that animation is over

    • @CGDive
      @CGDive  Před 6 měsíci +1

      It sounds like a scaling/squash/stretch problem. I am not sure why it happens in your particular case but I have a video which might help you understand the issue.
      czcams.com/video/8PSj_1-E9uY/video.html

  • @Black-Cow
    @Black-Cow Před 11 měsíci

    problem solved!!!!!! thank you!!!!!!!!!!!

  • @Tbernard-s2n
    @Tbernard-s2n Před 28 dny

    Hi, I am hoping someone might have an answer for me. When I bring my rigged character into unreal, the characters hands wing out to the side at a 90 degree angle instead of up and down. I do not know what I need to adjust in blender to make it correct in unreal. Any suggestions would be helpful.

  • @ramaries8988
    @ramaries8988 Před 27 dny

    Hi CGDive is there a way to preview the mannequi or manny animations in blender on my rigged character with this addon?

  • @daniloB225
    @daniloB225 Před 6 měsíci

    31:25 how can I do this arm offset? thank you cgdive you a legend bro

  • @wulf1540
    @wulf1540 Před rokem

    Thank you

  • @activemotionpictures
    @activemotionpictures Před 3 měsíci

    One thing that I'd like to ask: The first character is in A pose, the second character is in T pose. What happens if I rig using the U5 mannequin from GRT, but adjust the arms to be at 65º A pose angle? will they work? (I'm rigging a human character).

    • @CGDive
      @CGDive  Před 3 měsíci

      In my tests the pose of the character did not affect the result even when animations are applied in UE.

  • @janemedvedieva7650
    @janemedvedieva7650 Před 3 měsíci

    But how do you actually use it? Can I attach it to the animated rig? Is there any module to work with these rigs or are they only made to export the A-posed model to the engine?

  • @xeoncat
    @xeoncat Před rokem

    This is the greatest thing ever!! It's easily the best workflow for UE skeletel meshes
    I have just two doubts:
    1. When making animations, I should animate on the Tweak armature, right?
    2. I assume this does not have an impact on the Blendshapes animation export? Since it's object data, Unreal should read them from the mesh, although I'm not sure this works across different meshes...

    • @CGDive
      @CGDive  Před rokem +1

      Good questions, I should have addressed this
      1. The tweak rig is not a "control rig", it is not meant for animation. Currently, there is no simple solution for creating custom animations. I'll try to cover how it could be done at some point.
      2. Shape keys should work.

    • @xeoncat
      @xeoncat Před rokem +1

      @@CGDive Creating a Control Rig in UE5 and animating in UE's Sequencer is also a possibility. It's just that Blender is a lot easier for animation

  • @yoyopanda8362
    @yoyopanda8362 Před rokem

    Amazing

  • @level10gnollwarlock
    @level10gnollwarlock Před 5 měsíci

    I have used ARP's quick rig shown at the end of this video. i have made my first idle animation but i then realized i created the control rig for the DEFORM armature instead of the Root/Game armature.
    How badly did i mess up? i am trying and failing to bake/move/copy the animation that's now on the control/deform rig to the root/game rig so i can export it to unreal to test.
    i'm at my wits end right now

  • @dylanbequet2464
    @dylanbequet2464 Před 25 dny

    Is it possible to convert an existing rigify Rig, with animation ? I don't want to redo everything I've made so far

  • @hardwire666too
    @hardwire666too Před rokem +1

    Had an issue where my fingers came outscrewed up. The metacarpal bones were shortened in UE5. I'm still experimenting so meh. But more importantly as for the "Heat Map" error.
    Bind only the Skin or "body" of your character.
    Then transfer the weights to the clothes using " Object > Link/Transfer data > Mesh data > Vertex Groups "
    In options the window that shows up at the botom of the viewport set:
    Source Layer Selction = All Layers
    Destination Layers = By Name
    Then parent the clothing to the rig using "Ctrl + P > With Empty Groups" as the mesh/vets already have weights.
    No issues and no heat map errors as long as the geometry is separated. If the geometry is joined separate it, transfer the weights, and parent like clothes.

  • @qadirqureshi7805
    @qadirqureshi7805 Před 8 měsíci

    Thank you very much; your tutorials are excellent. Can you tell me if, after rigging the mannequin for Unreal Engine 5, retargeting Mixamo animations onto the root armature, and exporting with the Send2UE addon or manually as FBX, will the animation work properly in Unreal Engine 5 beyond the 3rd person setup, or is the root armature only suitable for the 3rd person setup?

  • @IsabellaFrancoo
    @IsabellaFrancoo Před 9 měsíci

    Awesome!

    • @CGDive
      @CGDive  Před 9 měsíci

      Thank you! Cheers!

  • @CheesyX2
    @CheesyX2 Před rokem

    Just wanted to mention that it does not work out of the box with models from Mixamo, Send-To-Unreal throws a bunch of error messages because it can't create the needed textures. This is NOT a fault of your plugin or Send-To-Unreal but with Mixamo because they are to stupid (as per default with products from Adobe) to correctly pack the models in the first place. Just a heads up if anyone runs into problems with models from that site.

    • @CGDive
      @CGDive  Před rokem

      Thanks for the info!

  • @learnit8169
    @learnit8169 Před rokem

    Really nice guide! Was going to ask how to adjust the bones after applying rig, is it possible just to go back and edit a bone, or do you have to restart all over again?

    • @CGDive
      @CGDive  Před 11 měsíci

      It's safest to start over. In the future, I hope to make it more robust so that you can tweak things as much as you like.

  • @TheFeralFerret
    @TheFeralFerret Před 10 měsíci

    I was really confused because I didn''t have the part of the window where you can select between body parts, fingers, joint tweaks, etc. Turns out it's because I was using the latest alpha version... oops! Stable release works fine.

  • @yancatv
    @yancatv Před rokem +1

    Excellent video. When do you think you can do the riggify part using this method? I'm having a hard time finding a solution

    • @CGDive
      @CGDive  Před rokem +1

      Not sure yet, sorry.

  • @awoidf
    @awoidf Před rokem +1

    I love the addon and could add some additional bones for the face but the position of my shoulder was wrong and I wanted to adjust it after the first export but am unsure how to handle this case because you have to apply the transforms before you export but this will **** up the UE5 rig after the adjustments and reapplying the changes.
    So, any tips on the workflow if you have to make edits?

    • @CGDive
      @CGDive  Před 10 měsíci

      Adding bones is covered in the video. 18:49 That is the only way I recommend doing it.

  • @yoyobird8427
    @yoyobird8427 Před 3 měsíci

    maybe someone here can help me out. My question is this:
    when making a character that can change shoes for a game. Do I rig the character bare foot and at 0 on the z scale and then when I rig the shoes I move the armeture up to fit the shoes? or do I have to rerig the character or what is the workflow for that?

  • @Tenchinu
    @Tenchinu Před rokem

    loved the last version of this add-on... and this just makes it even more useful!!! Really helpful for imports.
    gotta test for mocap tho... but is super cool ur still supporting it. Thnk u so much :)
    Any hope you guys will make a face rig, or 52 face key frame tut on it?

    • @CGDive
      @CGDive  Před rokem

      Will think about it. I think there may be a workflow to make your character metahuman-compatible which would be cool :)

    • @Tenchinu
      @Tenchinu Před rokem

      @@CGDive one question about the scaling. Should the Unit scale inside the Scene Properties still be 0.01? Or the add-on compensate for the terrible scaling that damages the physics asset if its not 100 scale going into Unreal?

    • @CGDive
      @CGDive  Před rokem

      @@Tenchinu I always keep the World scale to 1. Setting it to 0.01 is too crazy. Bless Send to Unreal for solving these issues.

    • @Tenchinu
      @Tenchinu Před rokem

      @@CGDive thnk u!! the world scale (in Metric) is the Unit Scale, right? u have no idea how many headaches this conversation thing has caused me. It messes EVERYTHING in UE5. Thnk u again for the tutorials! they always help me out!!!

    • @CGDive
      @CGDive  Před rokem

      @@Tenchinu Sure! But if you want to keep Scale to 1, make sure you're using Send to Unreal :)

  • @lucascavallari8489
    @lucascavallari8489 Před 11 měsíci +1

    Thank you for making this available, I'm having some issues, the head doesn't seem to rotate even though I've weight painted everything (it is a separate mesh and is conjoined when exported). And I can't use the mannequin 5 physics asset because it says it doesn't have the head bone. But the head bone appears in blender. Any suggestion?

    • @lucascavallari8489
      @lucascavallari8489 Před 11 měsíci

      The issue was actually “name clash”, fixed by renaming my character’s head mesh to another name besides head. Kinda different the way unreal deals with names, even though they are different kind of things.

    • @CGDive
      @CGDive  Před 11 měsíci +1

      Cool, glad you solved it!

  • @TheNbCz
    @TheNbCz Před 7 měsíci

    I tried to follow this so many times and doesn't matter what I do, It simply will not work properly. 1) Pipeline can't find the Unreal Window even with remote ticked and everything set up. 2) As soon as I add my Skeletal Mesh to BP it gets locked into a T-pose and bones will not move, character just moves around like a scarecrow??

  • @hilmiyafia
    @hilmiyafia Před měsícem

    When I change the mesh to my fbx, the pivot seems not to be at the bottom of the feet, so when I play the game, the leg clipped below the ground. How to fix? From Blender, the character center is already at the bottom of the feet.

    • @CGDive
      @CGDive  Před měsícem +1

      You should check the pivot of the armature, not the character mesh.

    • @hilmiyafia
      @hilmiyafia Před měsícem

      @@CGDive Yes, I have make sure that the root armature pivot is at the bottom of the feet. I have recorded the problem if you please could see it? It is the "feet clipping" one.

  • @nazarlevchuk7773
    @nazarlevchuk7773 Před 5 měsíci

    When i try to Push Assets it gives me an Error

  • @Hobnockers
    @Hobnockers Před měsícem

    you didn't cover how to do the weight painting.. so everyone is stuck with their custom character

    • @CGDive
      @CGDive  Před měsícem

      Do you think it is practical for me or my viewers to teach manual weight painting in every single video that may be related to it? I don't. That is why I have a separate playlist about it.
      czcams.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html

  • @technologic3739
    @technologic3739 Před 9 měsíci

    Hi, this tutorial is awesome but what if you don't want fingers? Do you edit the tweak rig and delete the fingers, or simply just ignore the fingers?
    Also, when I edit on the deform rig, it becomes a different rig and doesnt align with the body, is there a way to fix that?
    NVM just had to apply rig

  • @MPOBVIOUSGAMING
    @MPOBVIOUSGAMING Před 4 měsíci

    what do you do if it doesnt work? i got this to work before but i dont know whats happening. root exe is enabled, add-ons enabled and even did a restart. any ideas?

  • @MatheusFelipe-ki1mx
    @MatheusFelipe-ki1mx Před 7 měsíci

    when i click "automatic weights " my character becomes giant and stays in a horizontal position, as if he's layed down on the floor, and the armature stands still. Can someone kindly explain why this happens?

  • @re1
    @re1 Před rokem

    Fantastic upload! thanks! Autorig pro workflow next :)?

    • @CGDive
      @CGDive  Před rokem +1

      What workflow do you have in mind?

    • @re1
      @re1 Před rokem

      @@CGDive Maybe going from GRT to ARP to making a control rig inside unreal would be fantastic. I loved the closing the gap series and I would love to see what you can create with those topics. Thanks for the reply.

    • @CGDive
      @CGDive  Před rokem +1

      @@re1 Hmmm, what do you mean by going from GRT to ARP?
      If you mean creating an ARP rig based on the UE bones, that's possible with Quick Rig (paid extension addon for ARP) and it's very easy. Will cover it.

    • @re1
      @re1 Před rokem

      @@CGDive Awesome, yes. Creating the rig with Quick Rick, then exporting custom animations to Unreal and making a control rig there. I'll have to check Quick Rig. Thanks!

  • @surreality2008
    @surreality2008 Před rokem +1

    Great video, thanks! Quick question: if I have a character that is already weight painted to a Daz3D rig, what do you think I could do to transfer those weights to the GRT-UE5 converted character? Your demonstration works well with characters that don't already have a skeleton, but I'd like to match the weights as closely as possible to the original.

    • @CGDive
      @CGDive  Před rokem +3

      Yeah, I understand but it's not something we support at the moment. I'll add it to the list of ideas tho!

    • @surreality2008
      @surreality2008 Před rokem +1

      @@CGDive Okay, I'd also like to learn how to convert a rigify character to an unreal skeleton. In other words, I'd like to keep the rigify rig for animating but be able to send that work to UE5.

    • @CGDive
      @CGDive  Před rokem +1

      @@surreality2008 Yeah. I don't have a definitive solution for that yet but there are some leads. There is an addon called "one-click rig" that might do the trick. Also, Epic's UE2Rigify could be used for that purpose. I am just not 100% sure at this point.
      And it might be possible to integrate Rigify into our addon but it's not a priority right now.

    • @surreality2008
      @surreality2008 Před rokem +1

      @@CGDive I didn't know about one-click rig. Thanks, I'll start experimenting. We're getting closer now. Amazing how difficult it is to get a solid character pipeline working well. I just went back and watched your entire weight painting course yesterday. I really appreciate all the efforts you've put into this domain.

    • @CGDive
      @CGDive  Před rokem +1

      @@surreality2008 Oh, nice! And thank you. It is a lot of effort but people appreciate it so it's worth it!

  • @mzprox
    @mzprox Před 6 měsíci

    A question if you don't mind: what would be the best, least painful way to rig a character to ue5 skeleton while keeping existing weigths and facial bones or shapekeys? (like from a daz character). I tried to use quick rig, and edited the ref bones to be more in line with the standard (6 spines, 2 twists etc), but the result is bad. It's not even perfect with ARP ue5 spec rigging from 0-but then I would need to transfer the facial bones/shapes somehow. Note what I wrote is about using the default skeleton in ue5, I haven't actually tried to retarget yet, that could work.

    • @CGDive
      @CGDive  Před 6 měsíci

      I am not sure about that sorry. Maybe you should just retarget in UE. The unreal retargeter is quite powerful.

  • @CTRLsway
    @CTRLsway Před rokem +1

    My model is all weird in game, body is warped what did i do wrong

    • @CGDive
      @CGDive  Před 10 měsíci

      Let me get my crystal ball :)
      Seriously, it is not possible to help based on what you described.

  • @brandonh2690
    @brandonh2690 Před rokem +1

    I was able to fix the bone heat weighting warning by removing duplicate vertices. [ In Edit Mode, M ⇾ By distance ]

  • @triangularantiprism8010
    @triangularantiprism8010 Před rokem +1

    I have followed your videos for creating a rig in Rigify for my humanoid character. I downloaded the voxel heat and your game rig tools add-on. Finally got my mesh weighted nicely and I'm trying to get it into UE5. I don't know if you have a video where you show how to convert the Rigify rig into the GRT Unreal Module. I was trying to follow with this video and just use the generic rig but when I generated the game rig my control rig no longer deforms my mesh. The game rig does, I can deform it with the game rig that's now seperate but I lost my control rig functionality.
    Am I doing something wrong? I'm not an experienced rigger but I do appreciate your video guides.

    • @CGDive
      @CGDive  Před rokem

      There is no workflow to convert Rigify to a UE rig or vice versa. For now.
      It is possible but the workflows are not something I can explain in a short comment. And I haven't figured out all the details as I like to do...

  • @SeanMaxhell
    @SeanMaxhell Před 7 měsíci

    I spent all day recovering everything needed for this tutorial, but in the end it doesn't work.
    First of all there is no longer the send tu unreal option, but push asset.
    And when I press it unreal it gives me an error.
    I performed the whole procedure perfectly as in the video, my model in Blender is rigged and works very well.
    But when I press push asset unreal it gives me an import error. Saying the file is corrupt.
    I tried exporting the file directly to disk as FBX and opening it with other 3D programs and they also tell me it is corrupt.
    Everything works great on Blender.

    • @SeanMaxhell
      @SeanMaxhell Před 7 měsíci

      @@jumbleeanimation_ i Just export from Blender in standard mode.

  • @Somordorp
    @Somordorp Před 5 měsíci

    Thanks for this tutorial!
    I hope ull answer because i cant find any solution.. My character has wraps around his hands. With the Deform-Rig it moves all along nicely but if i switch to Unreal Armature it becoms buggy and doesnt move with the character. Do you know why this happens ?

    • @CGDive
      @CGDive  Před 5 měsíci

      There shouldn't be a difference between Deform and Unreal rig deformations. If you can share your file, get in touch with me via email or discord. See here:
      cgdive.com/contact/

  • @CanalDojogames
    @CanalDojogames Před rokem

    My send to ue wasnt working because i followed another tutorial,on yours you teach something, the python settings inside project settings and the dialogue show menu, it helps a lot for me! thank you.
    now i need to manage the texture (materials too) and join face with body (im using vroid model so it is separatedly exported)

  • @michaelb1099
    @michaelb1099 Před 8 měsíci

    Unfortunately it is not working in my pipe line i am unable to send to unreal that option doesnt show up and i have it installed and turned on to use on preferences

    • @CGDive
      @CGDive  Před 8 měsíci

      Sounds like an issue with the Send to Unreal addon, and not ours :)

  • @CDifferently
    @CDifferently Před rokem +1

    Hello, I'm trying to follow the tutorial exactly as you are doing it, however, none of the tweak gizmos show up and I cannot change the transform of any TWEAK bones in pose mode? Any suggestions? Thanks in advance.

    • @CGDive
      @CGDive  Před rokem +2

      Are you using Blender 2.93 or earlier? Sorry if I didn't mention it in this video but the addon works with Blender 3+.
      In the future I may make it compatible with 2.93.

    • @CDifferently
      @CDifferently Před rokem

      @@CGDive This was exactly the problem, thank you very much!

    • @CGDive
      @CGDive  Před rokem

      @@CDifferently Nice, thanks for the report!

  • @thelastdev
    @thelastdev Před rokem

    which armature would I go to, to delete fingers?

    • @CGDive
      @CGDive  Před rokem

      Deleting parts of the rig is not something that is officially supported. Do so at your own risk. You could delete then in the "root" rig. Also when weighting the character with the Deform rig make sure no weights are assigned to the finger bones. That can be achieved by removing the "Deform" bone property in the Bone tab.