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I have to say, your channel is very helpful. I'm currently learning rigging, etc. What has caught my attention is, how on earth can you remember all of this in your head? Personally, I find it challenging to learn Blender and Unreal Engine simultaneously, but your mind seems to handle everything. What do you do professionally, and how long have you been involved in 3D stuff? It's incredible how much knowledge you absorb.
ОтветитьThank you very much , i was pissed of that my rigs don`t work in UE5. Keep going you are very helpfull :)
ОтветитьThanks my question was the first one answered. As someone who comes from game engines and just learning animation I saw that riggify had all these fancy controls and immediately I was confused cause I was like, "what but that cant go into the game engine so how the hell does that work?". So yeah thank you, very well explained.
ОтветитьHello, you touch to point very clear allways.
I can say I am a begginer at rigging. I have a question if I understand all clearly or not:
Lets say I made a character for Unreal Engine, he has got control rigs, shapekeys with dirvers, modifiers and some cloth simulations. And when I export him to Unreal Engine it will be exported only with its deformation bones. And those other modifiers, shapekey drivers et cetera will not work.
But before exporting the character to Unreal Engine, If I will prepare and bake all of his necessary animations (crouch,turn, jump, idle, run, die, attack et cetera) inside Blender itself using all these modifiers and shapekey drivers and simulations then I will be able to run this character with its baked animations in Unreal Engine, right?
Thank you so much!
can someone help please? when i export fbx without leaf bones - it seems like some bones are missing the tail
ОтветитьAbsolute top quality!
ОтветитьI don't think those four bones per limb will work with Unity IK, can anything be done about it?
ОтветитьHi Todor - a question about this: what is to stop me omitting the TGT layer altogether, then just unchecking Connected on the deform bones, and exporting the hierarchy to a game engine like that? (I am mostly using Copy Constraints with World Space, and Maintain Volume, Y, Local on particularly stretchy bones. There are a couple of janky ones where it looks like i would need to tweak constraints, but it looks like it is mostly behaving itself...? )
ОтветитьThanks so much for that video - pure Gold!!
ОтветитьSo now that godot supports blender files has any of the blender rigging requirements changed. Thanks for making all these videos.
ОтветитьComment for support)
ОтветитьThat's exatly what I needed, Thank you 🤍
ОтветитьBut you can still import animations from blender to the game engine if you bake them in the file, its just u wont be able to modify them in the game engine correct ?
ОтветитьYour tutorials on rigify are amazing, thank you.
For this could you not just export with the exclude non deforming bones option?
Do softwares like iClone, MetaHuman, DAZ Studios, Character Creator 4.0, Constructor 3.0, Maya Studios, Blender, 3DMax
export created characters as .json extension files too?
Should I parent the breast bone to the chest bone or the clavicle bone? (Sorry if my english is bad)
ОтветитьWow. I understand why the gun won't move, but even the arm animation itself is lost on the blue arm? Animation porting in game engines is such a total mess.
And it's insane that something as basic as exporting ik bones needs a work around.
It seems because good animation don't help selling games so they don't bother to put too much effort into it.
Awesome video, thank you so much for making it. I can't imagine how many booby traps I'm gonna walk into if I haven't watched this video.
Can i delete the bones i dont want in my rig while i work on TGT workflow? I mean i ll be retargeting character to the mannequin fom UE4 and the mannequin has 3 bones in arms and i got 4 so i cant manage to place the retargeting well so i wonder if i can delete the DEF bones from my generated rig
ОтветитьYour effort deserves like/subscribe)
ОтветитьHello, I am writing from 2022 and letting you know that the "weird jumping" when using the Child Of constraint has not yet been fixed, and clicking "Set Inverse" is still necessary lol
ОтветитьDoes this work on Garry's Mod?
ОтветитьSo the game engine is conservative and the authoring tool is liberal, joking I hate politics, I just thought that was funny 🤣
Ответитьsuper detailed course ! but i love how you add text info with names in overlay ? and i cant find how to do that(
ОтветитьNice man this just a solid hard work and effort you just did here. really good video with great infos it really helped me so im going to subscribe
Ответитьma dood, I studied your stuff, really cool! learned so much, I THINK! I resolved that issue you had with the file naming in a strange way, not sure it will work but on the surface it seems that it worked.
so what I did.
I selected the DEF bones
Pasted them in a new blender file
I deleted everything it carried but kept the Def.
did the process if cleaning constrains, fixing the parenting, did the whole thing and copied and pasted it back to the original file and CRT+J and started the constrains and so far it worked, but I got to take the rig to the engine to make sure things works.
it saves A LOT OF TIME over renaming everything.
Unfortunately Arigify doesn't seem to work on Blender 3.1.2.
ОтветитьHaving an issue with importing my characters over to Unreal 5. Although it looks and works flawlessly in Blender, (using basic human meta-rig) going into the animations tab after import, all the bones are displayed in incorrect locations. The hierarchy looks ok from what I can tell but hand bones are where forearms go, forearms located where upper arm should go, shoulders are stuck against the spine. same thing with the legs. the base of the spine is sunk all the way to the floor. Weirdly the mesh deforms properly when rotating even in the wrong position but I can only imagine what hellish nightmares this will cause when the time comes to set up IK and joint constraints down the line. I've followed step for step countless tutorials still not sure what I'm missing. any advice would be greatly appreciated.
ОтветитьHey, great video! New sub here :) I just wanted to ask but I already kinda guess what the answer is (but still have some hope🤞) Will Spring bones work in game engines?
ОтветитьAwesome dude!
ОтветитьNoob question, I can't grasp exactly why we'd need to use the TGT right method, can someone explain it to me simply? Like what exactly happens to the original rig, I get lost in the midst of all the manips
ОтветитьI made an Asset Pack for a Game with about 75 ue4 mannequin animations, which looked really decent, but than i realiized that the feet are slightly shaking... I really Hope this Video will Help me fix this 🙏 anyway, thanks for the content ❤️
Ответитьstop fucking talking about stuffs that wont get exported
gee
Stumbled upon your channel while investigating the details of transferring Skeletal Meshes from Blender to Unreal. I find your videos very informative and nuanced .. Thank you for making them.
Ответитьi got 99% of problems solved but exporting is none ^^
ОтветитьBro plz make video on how to import animated armature with tex in unreal from mixamo
Ответитьbro i want to import a armature with animation in ue5 with tex but iam facing some problem i contacted everone watched videos but still no solution😭😭😭😭😭😭😭☹☹☹☹☹😭😭😭
ОтветитьBro what about textures
Ответитьsuper clear and helpful, thank you <3
ОтветитьThis is a nightmare, Maya has very easier and simpler rigging feature. Why life has to be complicated.
Ответитьwhat about controller bones? Can I use TGT bones as controller bones, or I have to make another entire set of bones which would then control TGT bones since TGT bones are controlling Deformation bones?
ОтветитьThis is incredible. Great tutorial! Thank you.
ОтветитьThis is a must see for anyone who is trying to learn this stuff by themselves. Great bundle of knowledge about most of the problems anyone may encounter.
ОтветитьImport the unreal armature into blender and or program of choice and bind it to every humanoid character. Forget about rebuilding the wheel, buy or use free rigs and get to creating, not let the pros at blender headquarters do all the technical stuff I'm too dumb to even comprehend, blender is awesome and free..... Did I mention it's FREE!!!
ОтветитьCan I ask you : how do you manage to use rigify on just one arm ? When I try to do the same I get an error message telling me "DEF.spine.003 not found", would you happen to know why ?
ОтветитьFixed my problem within the first 12 minutes! Thanks so much!
Ответитьhow to make automatic bone? as you mentioned for bicep?
ОтветитьWhat if there are two separate rigs. Hair and Body Rigs, both baked. How can I match them in unity?... I think my question is also out of the topic I guess but yeah.. Thanks for this tutorial, I managed to import my animation in unity. My struggle now is how to sync baked hair and body animations.
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