Hey guys, how’s it going? I’ve run into a big problem.
I modeled a character in Blender and now I need to make it work in Unreal 4 as if it’s a proper UE4 rig.
Reading around I learned that the only “native” rig that UE4 recognizes 100% is one created using Maya and ARTv1 Tools (developed by Epic)… god knows I tried, but skinning in Maya is a frigging nightmare… this character has various outfits and overlapping meshes, so Maya at my current understanding of the software is out of question…
so I rigged and skinned the model in Blender, using the base rig provided for UE4’s mannequin, in the hopes it’d work in UE4. It doesn’t.
Right now I trying to find a work around to make Maya somehow recognize the vertex weights from Blender and transfer it to an ARTv1 Tool/Maya rig… bones names and hierarchy are the same, and my rig from Blender works as a “stand alone” rig in Maya… but whenever I try to transfer it to a Maya rig it simply override all weights…
Has anyone succeeded in doing something like this? Maybe there are other workarounds? Please let me know!!
Rig and skinning in Blender: Works Perfectly
Rig and skinning in Maya (Blender FBX rig): Works Perfectly
Rig in Maya with ARTv1
Skining in Maya with Maya ARTv1’s rig: completely broken
Well the process in Maya is pretty much straight forward as it is in Blender. Put both objects in the scene, select and shift select. (you have to have to correct order here of it will go backwards) and the simply choose transfer weights and it should work without a hitch.