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UE to Rigify - Incorrect rig setup leads to importing issues in UE5 #23
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Have you tried with this option on and off? |
Yep, it's checked by default but either way, on or off, exporting to unreal still returns that error |
I cant replicate this issue 🤔. However I did run into a different issue on Blender's side when trying to send assets while in ue2rigify's Control mode. I'll create a different issue to track that though. |
Yes, I used Send2UE during this test. Obviously the same result happens when I just export the skeletal mesh as a .fbx file and import it manually in the project, since this way there's no way to tell the exporter that the root must be a bone. |
Also, trying to bake a simple animation to the source rig and then exporting with Send2UE, this error is returned along with the usual error log in UE
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I'm installing 5.4 and seeing if for some reason something changed with the mannequins because I'm unable to replicate this with a default 5.2 ue5 manny. I will update when I have time to take a look. |
Can you please send the blend file and your send2UE settings? You can save a template and upload here. I've reconfirmed no issue with unreal 5.4 mannequin and resolved #24 to export while in Control mode and still no issue. |
You can find both files here. |
I still didn't get those errors lol, but there is definitely something wrong with your mannequin. Issue could be a mismatch in your path settings? I think there probably would've been an error about permissions but maybe permission issue with unreal directory? Also try deleting previous broken assets in unreal before pushing again. Here's the default ue5.4 mannequin exported from a fresh install and my typical process of sending a ue2rigify rig. I switch back to Source only to avoid a separate issue now fixed for next release #24. Desktop.2024.06.25.-.13.24.00.03.mp4 |
Thanks for the updated info. I shall keep looking for possible causes. |
Kinda wierd this happened. At least with default settings, there is a validation that runs to check that your scene scale is set to 1. Unless that validation was turned off, it shouldve given a error pop up. @JoshQuake @Alfier looks like scene scale 1 is the resolution, can this be closed? |
Addon: UE to Rigify
The default mannequin templates are straight up incompatible with Unreal Engine.
Trying to import in UE the pic's first setup results in error "Multiple roots are found in the bone hierarchy. We only support single root bone." since the root bone is not correctly exported from the Unreal Engine skeletal mesh and, therefore, all the bones under it are placed at the same level. The import completely fails this way.
This issue could be solved adding a new root bone and reparenting everything else to it, like in the pic's second setup.
This way, though, the rig doesn't match the mannequin template, since it consider the "pelvis" bone as the root, unlike Unreal's mannequin that has the root bone set to the... root bone. Therefore the UE to Rigify conversion fails. No log error is shown, the convert button simply does nothing.
Unfortunately blender imports the root bone as the armature root, that is not an actual bone from its point of view, leading to this chain of issues.
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