Easy rigging for UE5 Mannequins in Blender with Uefy 2.5

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Welcome back everyone, today we're going to  rig the mannequins in Unreal Engine 5. We have   a bunch of options here so if we go to content  drawer look in the characters folder. You'll see   in mannequin meshes we have one skeleton and  multiple meshes attached to it. Four of them here   and yet again in mannequin ue4 we have  another skeleton and with one additional   mesh attached to it, this is the older Unreal  Engine 4 mannequin which still has a use,   as we will see. Now first we have to get them out  of the engine, so I'm going to select Manny_Simple   here and this is the mannequin that I use most  often. If I go to character mesh set the mesh   info from basic to detail. You can see that it  has 89 bones of which 80 are mapped to vertices or   you can say they are weight painted. Similarly if  we open if you go back to the content drawer and   I open instead SKM_Manny. You'll see that this one  has 161 bones of which 128 are mapped so this is   more like a Metahuman character type of rig,  minus the facial facial bones that they have.   Similarly Quinn and Simple_Quinn are exact  copies of SKM_manny and Manny_Simple. From the   perspective of rigging a character they're  exactly the same thing. So most often I'm   going to use Manny_Simple which is the 89 bone  version and I will use this in conjunction with   the older sk mannequin which is from the Unreal  Engine 4. Now to get them out I can just select   any of these meshes. Uefy 2 will support all of  them. I will right click on it. I go to asset   actions export. And I will select the file name  that I want to export it as. Since I've already   used this file name once, so I'm just going to  give it a new file name and then save. And this   FBX export options open up and then I can just  click on export and that's all there is to it.   So you can just repeat the same process for all  five of these meshes if you want and we can rig   all of them in Blender using Uefy 2. I'm going to  select the default cube go to data properties and   in Uefy Script Panel I will click on setup scene.  This is going to update the unit scale and view   clipping distance then I can do 'a' to select all  'x' to delete and just clear the scene. Now I can   do file import FBX and go to where the mannequin  is, I'm going to select Manny_Simple this is the   89 bone version of the mannequin. I will deselect  animation and in armature I want automatic bone   orientation then I can do import FBX because of  the unit scale this is going to come in large.   So I'm just going to zoom back a little bit  now the only thing that we want out of here   is one or more of these meshes. So I'm just going  to create a new scene selection (collection). I'm   going to select one of these meshes any one  will do and then in Uefy Extra Tools there is   an extract mesh tool that will separate all  of these mesh objects from the armature. So   then I can just drag one or more of these meshes  however many I want to work with into this other   collection and then we don't need this anymore.  I'm going to create a new scene collection select   it then do Shift + A -> Armature -> Uefy Script ->  Mannequin Metrarig Presets and select the correct   metarig for the character. As we're dealing with  Manny89. I'm going to select this one, but all   of the others also work this metarig is already  pre-configured and matches the character perfectly   now we can scroll to the generate rig button and  click on this to generate the final rig and we can   hide the meta rig for the time being. I can select  the mesh Shift + Click on the final rig and then   do Control + P to attach the mesh to our final  rig with armature deform. Now I can select the   generated rig. I will go to the Uefy Script  Panel, these first two options are only for custom   characters really but I will make sure that I  click on refresh list and these second two options   should be correct. The meta rig should be selected  here and the rig object should be selected here.   Then I can scroll down to build skeleton and click  on this to make this thing compatible for Unreal   Engine 5. Once that is done this character is  basically ready for animation and export and   we can put the rig in front from viewport display  if we want and we can test some of these controls   just to see if they are working. Which they will  be and this same process can be used for to rig   both the Manny161 bone version and the Quinn  and Unreal Engine 4 mannequins if you wanted to.   I can click on the 'N' key to bring up this  menu and then I can drag rig layers to the top   and rig main properties right underneath  and these buttons will let you control   which of these controls you want visible at  any time we can also shift click on these   three layers over here to make visible the export  hierarchy if you want to review it or if you want   to change weight painting on these export bones.  To export this character we can go to object mode   select the mesh shift click on the rig then do  file export FBX select the file name for export   enable selected objects this is going to exclude  the camera lights or anything else that might be   in the scene in the armature options we want to  export only the deform bones we do not want to   add any leaf bones and we are not dealing with  animation right now then we can do Export FBX.   Now we will create a second export with Unreal  Engine based joint rolls. If we wanted to export   directly to the Unreal Engine  mannequin, the original one   to do that make sure you have a backup of  your blend file because this operation is   not compatible with blender or rigify and we  can only export from this point on so I'm going   to make sure that this move twist option is set  correctly between the Unreal Engine 5 Mannequin   or the Unreal Engine 4 mannequin if you were  rigging that so these two options are actually   different then I will just click on this once  and now I can do export again file export FBX.   I will select a different file name just  to indicate this is with the unreal engine   rolls on the bones and again the same thing we  want to do selected objects and armature we want   only the deform bones we don't want to any leaf  bones or any animation, so we're just going to   export fbx and now we have two export files and we  can restore from the backup to re-enable animation   in this file. Importing this character into  unreal engine 5 involves setting up post process   animation blueprint to automate twist movement  it's more complicated than simply importing the   file as in the previous version of unreal engine  be sure to check the next video where we will go   over the entire process step by step I hope you  enjoyed this video and thank you for watching
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Channel: Rakiz Farooq
Views: 31,512
Rating: undefined out of 5
Keywords: uefy, eufy, uefy 2, uefy 2.0, uefy 2.5, uefy script, ue4, ue5, unreal engine 4, unreal engine 5, blender, rigify, rig, rigging, animation, anim
Id: AhpOrqyGf0o
Channel Id: undefined
Length: 7min 21sec (441 seconds)
Published: Mon May 30 2022
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