A quick video I recorded for a friend to show them how to use the basic functions in the AutoRig Pro add-on for Blender to get a humanoid mesh rigged to the unreal skeleton.
Does this work for example if I wanna rig an armor (Which I use and apply on a character in unreal as skeletal mesh, to make them work with the same animation) ?
Auto rig pro? Yeah it is full featured rigging add on, you can use bone groups just like meta rig, you just gotta figure out which groups do what. In all honesty, I like the tail and finger control much better on the meta rig, but this is still a great rig, and the ease of use with Unreal makes it my go to. It Aldo has a great retargeting manager right in Blender, so you can retarget from pretty much any rig there, then when you take your rig into unreal it already has the animations on the ue rig, super nice functionality.
Just so I don't have to double up, look at the comment from Sam Kostos, I answer this at length in that thread, so go there for the long answer. Short answer? no, I can't get it to work and I feel like I'm missing something silly.
Everything works perfect exceot when I import into Unreal5 and test the idle animation my characters limbs are not in the correct location and it looks like its squished.
This tutorial is for ue4. So I've tried with ue5 (you need 6 spine bones and two neck bones, there is a preset for it), I haven't been able to get this to work. I reached out to the creator and he told me it was a pose issue, so I pulled out the ue5 manny in the exact pose, rigged, reimported, and still get weird deformations. I will keep playing with it and when I figure it out I'll reply, might even make a follow up video
@@samkostos4520 I still haven't gotten this to work right. I can tweak the poses and such in engine and make things look right, but having to do that for every animation isn't really a viable long term solution. I've tried placing and rotating bones a million different ways, messed with scale, removed certain bone groups from the mesh, with twist, without twist, extra twist bones, all the different control bones turned on and off, pretty much everything, and I feel like i'm missing something stupid simple. I got on their Discord, and for the most part, pretty useless, so I'm still at a loss. If you have figured this out and want to make me look like an idiot I am 100% prepared for the knowledge lol.
I have the same issue. My characters shoulders are scrunched in, the middle of his torso bulges out, and even his eyebrows (wtf?) are disconnected from his face and spin around as he runs.
I am getting multiple skeleton after go, one side left color , another side orange color instead of single grey skeleton, any idea what's the issue with mine?
Hello, is there a way to export the AutoRig face as bones into UE5? Looking for a way to export the Eyelid bones, Cheek bones, Lip bones and brow bones into UE5.
Yes, just select the "full facial" option when you export. If you import this rig as the ue skeleton, it will add the bones (since they are outside of the main hierarchy like IK bones). If you're doing facial mocap, however, you'll want to use shapekeys/blend shapes/morph targets instead of a rig.
So with the armature selected, in the ARP menu under rig, you'll see a drop-down to add armature. Select the bone group you want to add (arm, head, spine, leg, tail, spline ik, bendy chain, etc.), place where you want. In edit mode, parent the root of that chain/bone group to the root in the armature (or to whatever other bone you want the new bones attached to), then match to rig. Go through all the same export steps for unreal, and when you import into UE, your rig will be fully compatible with the ue skeleton, but still have the added bones attached. Note, if you import directly onto the ue mannequin, those bones will be on the ue mannequin now, which could possible cause issues later down the road
Sorry I just saw this!!! I use uefy to pose my rig for unreal if I need it. As for the ue rig, it is just the built in ue4 mannequin (sk_mannequin_skeleton in ue5).
That depends on the base pose but yes. I have a project set up in unreal with the ue mannequin with EVERY animation I have. I use it as a master for retargeting whenever I need.
@@ryanz2814 I am completely new to this but my pipeline is as follows: 1. Create character in character creator 3 2. Export to blender 3. Rig character for unreal The third step I have been stumped on. I have tried rigify, autorig pro, rigue and wanted to Export to Unreal but at this point im a bit overwhelmed 😅. I just want to place my game character in unreal ready to be retargeted to the animation I purchased. Could you atleast point me in the right direction?
@@ryanz2814 actually I have created a rig in blender and want to check the working in ue 4 .....so I am importing the blender fbx file into new ue project
@@himanshupalsingh1366 yeah so there is no skeleton in the project, just import your model without choosing the rig and it will crate its own. Later, if you add animations, you can either retarget or just assigne the skeleton.
Hey, I got an error when importing saying : "FAILED TO MERGE BONES: This could happen if significant hierarchical changes have been made e.g. inserting a bone between nodes. Would you like to regenerate the Skeleton from this mesh? ***WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA.***" Any idea why ?
Often this can be from a scale issue, or there a multiple meshes, or bones way outside a mesh. generally, the scale fix option in the skinning usually fixes this. Otherwise, what's the topology look like? is it clean and even or is it say, a decimated sculpt?
I still get this error even though I changed the number of spine bones to 5. I have no idea what the problem is, or what bones it thinks it's missing. I also have no idea where the "UE5 preset" is he's referring to.
@@ryanz2814 Thank you very much ( i already find it by my self ) Is in ,, tool ,, ( right side of the window , after you push N key if you r in skinning mod . Like you see ... I am ready to teach , teachers ..... Hi,hi,hi,hi
@@UNKNOWN-kb4hh Thanks for sharing! I wasn't at my computer when I replied and couldn't remember exactly where it was. I appreciate you helping the rigging community!
@@ryanz2814 not that ...the real problem are the characters we chose to do ....because each one is diffrent (on the examples youtube chose one simpliest character posible ,,a bald 1 piece mesh) but when we chose a character there a tone of difrences on them ...like milion meshes splitted ,or sketchfab not equal with mixamo characters diffrent types , or no A or T pose characters , or clothes on wich give more problems .... or other things that differs from the videos .....so we get stuck mostly event at starting :)))))) ...(mentioning we= noob blender users like me) so any tutorial i chose not propper for my chosen characters :))))) ......i done a few from mixamo wich are better to do because they come with T pose and just drag them intoo blender and do those steps ....but mixamo char are ugly mostly :)))) ....so external ones are more complicated etc ...so for example today the hole day i have imposting .blendering and exporting to fbx ,,,, (sketchfab) not even one i got to work properly inside unreal .... :)))) the result is always funny as fk :))))
@MaxStudioCG2023 ahhh I got you. Yeah, I could go into depth about that. If rigging a mesh with lots of parts is giving you fits, let me know and I can offer you some pointers.
@@ryanz2814 yeah .thnks ...i usualy try remove some unnecesary parts from it ,then i join other parts to 1 entire mesh :))))) so i can do the rig haha ... (then only left you dont get A or T pose on all characters ...i noticed some of sketchfab chars (free ones) the ones with bones already those can remove the bones and able to redoo A or T pose and from there rigg as normal ....the ones that are twistted in diffrent posses with no bones those kinda canot do rig on them ...i gues require more blender skills wich i dont have haha ....but i just playing around and test diffrent ones to see wich i can grab for now .
"It works"? Where is the control rig created in Auto-Rig Pro that should be imported to Unreal for animating the character in the sequencer? I've watched tons of tutorials and all of them simply forget that the meaning of having Auto-Rig Pro is to have a control rig in Unreal that can be used in the sequencer for cinematics. Not in a game.
thank you so much for this. keeping things simple - great starting point. sold me on autorig pro tbh. hope your projects are going well
Bro here i am like man i love this dude i understand him, LMFAO little did i know its you! Great tutorial and exactly what i needed
Export settings:
1) Unreal Engine and Humanoid
2) Check Rig
3) Selected Objects only
4) Check: Rename bones for UE, Mannnequin Axes, Add IK Bones
5) Misc: Face smoothing
6) Export!
Does this work for example if I wanna rig an armor (Which I use and apply on a character in unreal as skeletal mesh, to make them work with the same animation) ?
Absolutely
Does this allow extra bones like meta rig editing? Often times I need to add tails wings etc.
Auto rig pro? Yeah it is full featured rigging add on, you can use bone groups just like meta rig, you just gotta figure out which groups do what. In all honesty, I like the tail and finger control much better on the meta rig, but this is still a great rig, and the ease of use with Unreal makes it my go to. It Aldo has a great retargeting manager right in Blender, so you can retarget from pretty much any rig there, then when you take your rig into unreal it already has the animations on the ue rig, super nice functionality.
To clarify, you use the add limb option, this way it puts the bones outside of the hierarchy so you can still import the the UE rig.
Do you know if the twist bones prevent "shrinking forearms" on animations not made with the rig...for example Mixamo animations?
Yes they do, the mesh you are using is what has the weight info.
@@ryanz2814 Awesome thanks!
I think the shoulder problem was because you upgraded the rig. They recently rotated the default angle of the shoulder bones.
Good to know thanks!
Which blender version are you using?
In this video I believe it is 3.0, but the process hasn't changed since 2.8.
Can you guide about UE5 export setting from auto rig pro?
Just so I don't have to double up, look at the comment from Sam Kostos, I answer this at length in that thread, so go there for the long answer. Short answer? no, I can't get it to work and I feel like I'm missing something silly.
For some reason when I import it into UE5 the character is laying on its back. Any idea how to fix this?
Possibly your rotation wasn't applied to either the mesh or the armature after changing something in blender?
Everything works perfect exceot when I import into Unreal5 and test the idle animation my characters limbs are not in the correct location and it looks like its squished.
This tutorial is for ue4. So I've tried with ue5 (you need 6 spine bones and two neck bones, there is a preset for it), I haven't been able to get this to work. I reached out to the creator and he told me it was a pose issue, so I pulled out the ue5 manny in the exact pose, rigged, reimported, and still get weird deformations. I will keep playing with it and when I figure it out I'll reply, might even make a follow up video
@@ryanz2814 You're amazing.
@@samkostos4520 I still haven't gotten this to work right. I can tweak the poses and such in engine and make things look right, but having to do that for every animation isn't really a viable long term solution. I've tried placing and rotating bones a million different ways, messed with scale, removed certain bone groups from the mesh, with twist, without twist, extra twist bones, all the different control bones turned on and off, pretty much everything, and I feel like i'm missing something stupid simple. I got on their Discord, and for the most part, pretty useless, so I'm still at a loss. If you have figured this out and want to make me look like an idiot I am 100% prepared for the knowledge lol.
I have the same issue. My characters shoulders are scrunched in, the middle of his torso bulges out, and even his eyebrows (wtf?) are disconnected from his face and spin around as he runs.
I've got the same issue with my characters mid section. Squished, looks like she's pregnant haha. Any fix yet?
I am getting multiple skeleton after go, one side left color , another side orange color instead of single grey skeleton, any idea what's the issue with mine?
Likely a version issue. This happens to me when I am using a version of ARP that doesn't match my blender version.
@@ryanz2814 what version u used for blender and tool, i am not able to follow in video after pressing go
@@ashwinj9879 I am currently using Blender 3.1.2 and ARP 3.65.24. I just used last night and worked flawlessly.
Hello, is there a way to export the AutoRig face as bones into UE5? Looking for a way to export the Eyelid bones, Cheek bones, Lip bones and brow bones into UE5.
Yes, just select the "full facial" option when you export. If you import this rig as the ue skeleton, it will add the bones (since they are outside of the main hierarchy like IK bones). If you're doing facial mocap, however, you'll want to use shapekeys/blend shapes/morph targets instead of a rig.
Thank you@@ryanz2814
How can i add custom bones to this rid and export it to unrral, like if i want to add bones to the hair and cloths how would that work??
So with the armature selected, in the ARP menu under rig, you'll see a drop-down to add armature. Select the bone group you want to add (arm, head, spine, leg, tail, spline ik, bendy chain, etc.), place where you want. In edit mode, parent the root of that chain/bone group to the root in the armature (or to whatever other bone you want the new bones attached to), then match to rig. Go through all the same export steps for unreal, and when you import into UE, your rig will be fully compatible with the ue skeleton, but still have the added bones attached. Note, if you import directly onto the ue mannequin, those bones will be on the ue mannequin now, which could possible cause issues later down the road
@@ryanz2814 Thank you so much for the details instructions, it will help me out a lot !!!
@@user-not-found. Anytime!
Where can you download it?
blendermarket.com/products/auto-rig-pro
how do you the UE rig first?
Sorry I just saw this!!! I use uefy to pose my rig for unreal if I need it. As for the ue rig, it is just the built in ue4 mannequin (sk_mannequin_skeleton in ue5).
I followed your tutorial exactly, and when I imported him, it just gave me a failed to merge error...
Are you importing to ue4 or ue5?
Can you retarget to an animation from say marketplace?
That depends on the base pose but yes. I have a project set up in unreal with the ue mannequin with EVERY animation I have. I use it as a master for retargeting whenever I need.
@@ryanz2814 I am completely new to this but my pipeline is as follows:
1. Create character in character creator 3
2. Export to blender
3. Rig character for unreal
The third step I have been stumped on.
I have tried rigify, autorig pro, rigue and wanted to Export to Unreal but at this point im a bit overwhelmed 😅. I just want to place my game character in unreal ready to be retargeted to the animation I purchased. Could you atleast point me in the right direction?
@Andre Barry do you use discord? I feel like if you can't do with AutoRig you're missing something, I could help after work tonight.
while importing in ue 4 ...i am getting no option in the skeleton tap!!!
Are you pulling into a project that has the ue skeleton in it?
@@ryanz2814 actually I have created a rig in blender and want to check the working in ue 4 .....so I am importing the blender fbx file into new ue project
@@himanshupalsingh1366 yeah so there is no skeleton in the project, just import your model without choosing the rig and it will crate its own. Later, if you add animations, you can either retarget or just assigne the skeleton.
Hey,
I got an error when importing saying :
"FAILED TO MERGE BONES:
This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?
***WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA.***"
Any idea why ?
Ok if anyone encounter this you have to choose the UE5 skeleton preset to get rif of this error
Often this can be from a scale issue, or there a multiple meshes, or bones way outside a mesh. generally, the scale fix option in the skinning usually fixes this. Otherwise, what's the topology look like? is it clean and even or is it say, a decimated sculpt?
@@aabb6116 I choose the UE5 preset and i still get this error. Did you have to rename any bones?
@@thesomantics normally no, just make sure that the number of spine bones (5 if i remeber correctly) is correct and you should be good to go
I still get this error even though I changed the number of spine bones to 5. I have no idea what the problem is, or what bones it thinks it's missing. I also have no idea where the "UE5 preset" is he's referring to.
I have literally never hated anything more than trying to rig a fbx and make it work in Unreal lol... Nothing I do works
I've noticed that's just Unreal in a nutshell. Nothing works as advertised, and their documentation is laughable at best.
Was not FK mode
I can't remember exactly where it is but if you dog around there is a switch for ik/fk
@@ryanz2814 Thank you very much ( i already find it by my self ) Is in ,, tool ,, ( right side of the window , after you push N key if you r in skinning mod . Like you see ... I am ready to teach , teachers ..... Hi,hi,hi,hi
@@UNKNOWN-kb4hh Thanks for sharing! I wasn't at my computer when I replied and couldn't remember exactly where it was. I appreciate you helping the rigging community!
each person on youtube dowing this it shows diffrent settings :)))))
Lol that's because this is an old version of the addon and UE4. The settings are mostly the same, just a few more options.
@@ryanz2814 not that ...the real problem are the characters we chose to do ....because each one is diffrent (on the examples youtube chose one simpliest character posible ,,a bald 1 piece mesh) but when we chose a character there a tone of difrences on them ...like milion meshes splitted ,or sketchfab not equal with mixamo characters diffrent types , or no A or T pose characters , or clothes on wich give more problems .... or other things that differs from the videos .....so we get stuck mostly event at starting :)))))) ...(mentioning we= noob blender users like me) so any tutorial i chose not propper for my chosen characters :))))) ......i done a few from mixamo wich are better to do because they come with T pose and just drag them intoo blender and do those steps ....but mixamo char are ugly mostly :)))) ....so external ones are more complicated etc ...so for example today the hole day i have imposting .blendering and exporting to fbx ,,,, (sketchfab) not even one i got to work properly inside unreal .... :)))) the result is always funny as fk :))))
@MaxStudioCG2023 ahhh I got you. Yeah, I could go into depth about that. If rigging a mesh with lots of parts is giving you fits, let me know and I can offer you some pointers.
@@ryanz2814 yeah .thnks ...i usualy try remove some unnecesary parts from it ,then i join other parts to 1 entire mesh :))))) so i can do the rig haha ... (then only left you dont get A or T pose on all characters ...i noticed some of sketchfab chars (free ones) the ones with bones already those can remove the bones and able to redoo A or T pose and from there rigg as normal ....the ones that are twistted in diffrent posses with no bones those kinda canot do rig on them ...i gues require more blender skills wich i dont have haha ....but i just playing around and test diffrent ones to see wich i can grab for now .
BUYERS BEWARE RIG WILL BREAK IN UE SQUISHY SHOULDERS
In UE5, yes, you have to make some changes.
"It works"? Where is the control rig created in Auto-Rig Pro that should be imported to Unreal for animating the character in the sequencer? I've watched tons of tutorials and all of them simply forget that the meaning of having Auto-Rig Pro is to have a control rig in Unreal that can be used in the sequencer for cinematics. Not in a game.