Hey everyone! First of all, I wish you all a merry Christmas to you and your family.
I have one problem. I tried to create a skeleton for my character with rigify, and then put it inside of UE4 so I can apply some animations to it. The problem is, rigify has different skeleton structure so I can’t use it. I will have to apply UE4 mannequin’s skeleton. I’ve imported the mannequin to the blender and it’s skelton but now I’m getting wrong rotation of the bones:
I’ve seen that all the models need to be rotated 90 degrees so their rotation will be good for UE4 so I tried to rotate the imported mesh but it’s not good:
When importing the FBX, under armatures set Automatic Bone Orientation, that will fix the bones.
Edit: You also don’t need to rotate the model. It should work fine with default settings.
The first one is a special bone to twist (rotate) part of the arm. You can check the weights on the mannequin mesh. The other one in the first picture should be the bone for the upper arm.
The large bones are the IK controls for the hands (and arms), but they’re only set up that way in UE4. However you can add IK constraints to them in blender if you want to do IK stuff there as well. To then use the IK information in UE4, look up two bone ik (or fabrik).