Rigging a Fuse character for UE4 with Blender 2.8 and Uefy Script


we will be rigging a Fuse character with
the mixamo armature in this video we start with exactly the same process as
in the last video where we rigged the Unreal Engine 4 mannequin when need to delete
everything in the scenes set the unit scale to 0.01 use the mouse wheel to
pull back and N key set the clipping distance to 50 meters so we can see
what’s happening now if that was a little fast for you you can check
the other video on my channel I go a lot slower in that one but I’m just going to
quickly go through the initial setup process I’m going to do import FBX gonna
find the character that I want to bring in this file I I got it back from the
mixamo service right so I created this character in FuseCC sent it to mixamo and this is the FBX that I get back now it’s important that when you import
this you turn off import animation because this kind of messes up the
process and they’ll talk about why secondly in armatures this
armature will come in with extra bones at the end so you want to ignore the
leaf bones and then we can import it and now it is in the scene the other thing
that I need in here is the Unreal Engine mannequin now we need the mannequin to
set the pose for our target character so I’m just going to do file import FBX get
to the mannequin file and this time this default export from the Unreal Engine 4
does not have leaf bones on the end so we don’t want this otherwise it’ll cut off
part of the characters armature and we want automatic bone orientation so
import FBX and we have an overlapping character alright the third thing that
we need is the metarig so going to do Shift + A armature human metarig I’m
going to press the S key type in 1 0-0 and then I’m going to hit enter then I
will do Ctrl + A and then I will select apply scale okay and I’m going to
confirm that the scale is in fact 1 1 1 the last thing that we need is the Uefy
Script so I’m going to go into scripting open go to Uefy .. select the script
open text block then I will put the mouse on this bar here use the mouse
wheel to scroll to the end and then do Run Script once and then go back to the
layout panel now I’m going to hide the metarig bring back the character and
bring back the mannequin now I can select the armature on the mannequin and
do G Y 1 that’ll bring it back by one grid line just so we can see
what’s going on a little better alright now I’m going to select the armature on
the target character like so and I will go into armature panels properties tab
and scroll down and there will be a Uefy Script panel because we ran the
script now let me just expand this ok so this is the target character’s armature
this is the UE4 mannequin’s armature and this is the metarig okay so these
are all objects that you can see up here and we have imported them all so I just confirmed that these are
accurate and then I set the type to custom mapping now first of all epic
skeleton means that the target character this one that you’re working on has
exactly the same bone hierarchy as the UE4 mannequin and also
the same bone names but if you have another character that a that has a
compatible hierarchy but different bone names then you can use a custom mapping
which is a dictionary in the script itself to try and get this to work with
that character it doesn’t always work its like oh you’ll need to do some
tweaking on this but it does work or fuse CC characters and I have this set
by default to support FuseCC characters posing with the mapping selected I can
just do setup character bone names which is a pre process to help the script
understand the armature it’s working on and then I can just do pose character that
will automatically update the pose of the character to match the UE4 mannequin with
that done we no longer need the mannequin so I’m going to hide the
mannequin and bring in the metarig now I’m going to select the meta rig and do
S to scale and just going to roughly match the the shoulders to where there
should be and then I will do another control + A and then set the scale to
apply scale to set the scale to 1 1 1 now I unlike the previous video where we
pose a metarig for the Unreal Engine Mannequin
we cannot just click this and have it automatically done for us there are a
few steps that we have to take for that and because if you click on the armature
for .. for the target character let me just hide the metarig with so you can see
better and I will also bring this to the front so this scroll of go to display
and put the armature in front now this
armature has a rotation on it so we need to get rid of this rotation to allow
posing with the metarig without problem now to simplify this process of
one thing I’m going to do is merge all of these separate meshes into one large
mesh so I’m going to select the bottom one first and then another one
another one next one next one and the last one then I will bring the cursor
into the scene and do Control + J and that will merge everything into one single
mesh at this point we could tweak the pose to be a little bit better so I’m
going to press the 1 key on the numpad I’m just going to drag this down so we
have more room right press the 1 key on a numpad to get into the front
perspective 5 to go into orthographic view and we can scroll down here you can
see that the feet need a bit of adjustment so I’m going to select the
armature go into pose mode and select bone R to rotate and I’m just going to
rotate this into place like so then R to rotate again press the Z key to lock
the z-axis and then just going to slightly adjust it like so now with the bone
selected I’m going to do Control + C and then I’m going to do Shift + Control + V and
that’ll fix the other side of the monitor then I will press 3 key (numpad) to
go on the side view and I will then select the B key for box select and I
will just box select this bone but this time you know both these bones get
selected because the box select just goes right through what we are looking at so
3 key (numpad) again and then rotate and I’m just going to rotate these feet into
position then I will select A key to select everything G key to grab Z to lock
access and then just bring it down to something bit more reasonable
Control + A to deselect everything ok so one other thing that you can do is try
and make the fingers a little bit better now you can see all these fingers are
kind of wavy part of this is because the weight painting on this character is not
particularly great it’s auto weight painted by mixamo and that usually
requires a lot of tweaking but the other problem is that this is an exact match
for the epic mannequin which should be a good thing but not necessarily as you
can see if I was to select on this armature and going to put this in front
you see these these bones are actually kind of wavy themselves so what you can
do is let me just hide this mannequin again the rotation on the bottom most
one is necessary right to point the finger in the correct direction but
these bones I can just select all of them one by one or box select them then
I can do alt R and that kind of straighten them out a little bit I could
just do the same thing on the other side this one that one this one this one so
Alt + R right and there’s really not much we can do for the thumb without
really messing things up so Alt + A to deselect everything the thing to
understand here is that this pose is in pose mode only so if I was to
select the armature and go into edit mode you can see that the rest pose for
this character is still a T-pose and we need to update this and normally that
would be really easy just going into pose mode do Control + A and select apply pose as
rest pose but if we do that will mess up the mesh so in order to apply ..
update the rest pose and save the mesh what we can do is we can go into object
mode select the mesh go into the modifiers properties this icon here and
this will be the armature modifier the thing that is connecting the armature to
the mesh then we will just do a copy and then we’ll do an apply on the bottom
one then back in the scene click on the armature in object mode going to pose
mode and now if we do Control + A apply pose as rest pose you can see that the
mesh is restored to what we want it to be plus if we now going to edit mode the
rest pose has indeed been updated right so that’s this part of the way there now
we just need to get rid of this rotation on the armature so what we can do is the
cursor in the scene I can do Control + A and apply rotation right and
now the rotation has been zeroed out and the mesh will move away but that’s ok
we can select the mesh do R to rotate X to lock axis 9 0 to bring the back into
place now you’ll see that the mesh itself has a rotation but that’s ok
we’re mostly interested in the rotation on the armature the mesh will soon be
disconnected from this armature and then we can zero out the rotation on the
mesh itself with the rotation out of the way we can bring back the metarig
select it go into the armature properties scroll down back to the Uefy Script Panel now pose metarig should just give us an instant result if I hide the
character we can see that the limbs have been matched properly and now we just
need to to edit the spine and the heel bones metarig will pose only the limbs
from the shoulder to the fingertips and the legs to the toes now I can do Alt + A
to deselect everything bring back just the armature
then I could select the metarig Shift + Select the armature and go into
edit mode to edit these two objects simultaneously now to isolate the spine
I can just go into edit mode go to … do box select this side then H to hide box
select this side the B key then H to hide then I could also get rid
of these three bones select them catch to hide I’m going to left with just the
spine select the metarig go into the
armatures properties and then put names up front and also put the metarig in
front now I can just select one of these bones press the L key to select the
whole spine 3 key to go to the side view then I can just do G to grab and
just move it into place or the neck matches where where it should be
well maybe I’m going to have to put this a little bit further back because the
bones are not connected in the original armature and we cannot do this with this
spine because rigify requires a connected spine to operate correctly but
I’m going to put them at the same height and just kind of go to an in-between
place between these two bones these are the ones that I’m talking
about between a spine 003 and spine 004 let’s bring the body back for some
reference here and now we just need to adjust these height values for these
bones G key to grab Z to lock the axis and bring it roughly back here maybe
just use the mouse to position it slightly forward right same for this
bone grab it put it roughly into an arc kind of wait
and select that one grab there roughly there grab roughly like so this might
need to be bit further than what I have to adjust these one this one all right
now honestly you’re going to have to figure this one out for yourself but
this kind of setup works for me generally speaking now you don’t want a
kind of old baby spine and you want an arc that just goes in one way so maybe I
will adjust this bed just a little bit further like so and yeah that that works
for me okay maybe the head now the head head – no head will work where it is
okay alt H to bring back everything of Ag
select everything if I can edit mode object mode and I’ll take you sledding
everyone optional now I should mention that the meadow rake is a reusable so
rigify follows a non-destructive process if you don’t like where you place the
spine bones you can reuse the battery to adjust them in the final break even if
even after you have generated it so let’s do that next I think we do not
need the armature anymore so let’s just put that away
select the meta rig scroll down and to generate rig okay with the rig generated we can hide
the metarig but don’t delete it we can reuse the metarig to make
adjustments to our final generated rig later on it’s reusable okay now we can
let’s put this in front just scroll up with the rig selected you could put
this in front so we can see what’s going on and we can select the mesh now we
need to disconnect it from its original armature I am just going to go into the
modifiers tab after selecting the mesh and just apply the old armature and go
into the objects tab and then into relations and disconnect it from the
original armature and now that that’ll move the body because it had rotations
on it but that’s not a problem with the mesh selected we can press R then X to lock the
x-axis – 9 0 to bring it back into place and enter key to finalize everything
also while the mesh is selected you know just select the mesh and shift select
the rig and then Ctrl + P and we can parent it to the rig with armature
deform so now the body is with the new rig and we can move that there and we can
turn off this collection it’s not needed anymore Alt + A to deselect everything and
we can go into pose mode now if you were to export this character right now it’ll
output the rigify skeleton which is just going to cause issues in Unreal Engine 4 so one last thing we need to do is select the the rig
go to the armature tab and right at the bottom in the Uefy Script Panel there
are generated rig functions and you want to Build Unreal Skeleton this will
build the skeleton parallel to the rigify one so now after running this function when
export this character will get the epic skeleton and will get full compatibility
with the ue4 marketplace assets now because this character was already weight
painted when we imported it and we ran the pre process successfully we can just
transfer the weights from the original armature to the new rig so if I was to
grab this and then could just start animating with it without messing about
with weight painting although with this Auto generated weights I’m going to spend
some time adjusting and updating it in any case but still it’s a nice function
to have so you don’t start from zero now there will be another video where we
explore the functionality of rigify it’s quite an advanced system we have a lot of
options on it so be sure to subscribe to this channel for now let’s get this
thing into the Unreal Engine so in object mode I’m going to select the rig
okay first of all we have to rename the rig to “Armature” before exporting it
and we have to do this for Unreal Engine to properly import it now with the mesh
selected I will Shift Select the rig so both objects are now selected and then I
could do file export FBX select the directory where I want to output it
select the file name selected objects may be add the tangent space not
really necessary … you have to pick “Only Deform Bones” because we only want
to output being epic skeleton the Uefy Script built for us and we do not
want to add any leaf bones so export FBX now let’s check it out in
the engine now there are two ways we can import this at it first of all we can
just do import find the file open with everything as it is … in skeleton …
without selecting a new skeleton we can just hit import and I’ll let this finish
and once it has loaded let’s check out the skeleton we can look into the
skeleton tab and see that rigify did in fact output
the Epic Skeleton it has the twist bones and the IKs and it has the Root
bone so this character is now capable of root motion so well that’s one way
and another way would be to well I’m going to delete this character and import
it again well I’ve deleted the character now I’m
going to import it again I’m going to select the file open but this time I’m
going to select the uem_skeleton okay this is just what I called the
Unreal Engine mannequin when when I rigged it in blender using Uefy and brought it
back into the engine so basically it’s this character you can see in the
background and with this character’s skeleton selected I can do import and
this is going to work because whatever you output from blender now using rigify
is going to be the epic skeleton and this time as you can see it didn’t create a new skeleton for
this character import worked so I’m just going to let this finish loading and
now that it has finished loading let’s load the character up and check its
skeleton it’s the same thing as before but now you see that the preview mesh is
being shown for the Unreal Engine mannequin that we rigged in blender and
if you could go into animations right this animation … these are all animations
that I rigged on to this character these are all UE4 Marketplace
animations and now I’m in preview mesh I can just select a new character and
without needing to retarget more animations or rather have multiple
copies of the same animation for different characters this character can
just reuse whatever was we retargeted for the primary the primary skeleton that
you’re using right so all of these animations are
going to work for all of the characters that you bring in now of course this is true for
the original mannequin as well you can however you can’t just bring in fuse
characters and have animations shared with them you’ll need to retarget them
for one and secondly we now have this thing rigged in blender so you can
create new animations and fill any gaps that might be there that you can’t find
on line and of course all of those new animations that you create will work
with all of the characters that have the Epic Skeleton Uefy Script is available
for sale on my website. it can save you hours of
time especially if you are using Fuse characters it can streamline your entire
process it will automatically add IKs it’ll add the Root Bone. You can
automatically pose the character while rigging it makes rigify’s advanced
functionality available to you so overall it has quite a few benefits
going for it now I hope you enjoyed this video there will be many more there is a
lot of functionality that I haven’t covered in this video so be sure to
subscribe to this channel and thanks for watching and I hope you enjoyed it

18 thoughts on “Rigging a Fuse character for UE4 with Blender 2.8 and Uefy Script

  1. Awesome video. Can you show how properly rig fuse models for Unity? I tried a lot, but have a lot of issues with mixamo auto rig.

  2. It seems I did not update the heel bones in the metarig before Generating the rig. You can check the UE4 Mannequin step by step guide on how to set that. https://youtu.be/RAS4uZJcJ_o?t=1070

  3. I'm wondering if this could be used to port customized characters onto other 3D software besides Unreal Engine. If so that would be Epic! 🙂 Either way your script here is Epic for sure. Great job and dope functionality. Will curate this video and share it to help spread the good word and cover it on a video once I manage to purchase your script.

  4. I am trying to get VRoid Studio models in UE4, after replacing the VS skeleton with a custom ue4 one your script worked like a charm! Totaly worth the money

  5. I was hoping to buy the script as it was "pay what you want" but now as I can see the price is fixed. Why is that my brother?

  6. One problem though is, if you have a smaller character, and you use the uem skeleton, then the animation/bones will be elongated and its basically useless… probably same thing if you have bigger characters than the UE4 mannequin..

  7. UPDATE: New version Uefy Script 1.2 released with many improvements. You can now export original mannequin bone rolls in addition to the Epic Skeleton bone hierarchy using Blender 2.8. Custom mapping for Makehuman added and new video to rig any kind of character. https://youtu.be/kuqeG6oGQJM

  8. Doesn't work anymore, I followed your steps exactly. Exported a fresh mannequin from UE4 – 4.21 with FBX-2014, a fresh Fuse character sent to mixamo then imported to blender and followed the steps. The final result is a tangled mess, the character is floating in the air horizontally and all twisted. I dont think the script applies the corrent bone rotations in blender.

  9. I recently purchased your script, it's awesome, but for some reason parenting the mesh with the rig doesnt import weighting, so when i move the armature in pose mode, nothing happens to the mesh, how can I fix this? thankss

  10. Hi, as there is a well known bug with Fuse 1.4 where it doesn't start I'm using an old version which export the character without skeleton.
    Why do I need to do in blender to fix this issue and to be able to replicate what you show on this video?

  11. My fuse character rigged with ue4 mannequin skeleton works fine, it just the ik footing I have problems with. Can you help fix that in advance? Thanks.

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