How to rig any Unreal Engine Character in Blender
Creating a Custom Area Engine Rig in Blender
Introduction to Rigging Challenges
- The default rig in Blender has bone orientation issues that affect animation compatibility with real-time engines.
- To address these issues, two rigs are typically created: one unmodified and another with the correct bone orientation for proper animation.
Importing and Setting Up Rigs
- Start by importing the default rig and then import a second rig with the correct bone orientation without the mesh.
- A script is provided to combine both armatures into one, ensuring they follow each other's position and rotation correctly.
Adjustments for IK Functionality
- Adjustments are necessary for arm lengths; use Shift + S to set cursor positions accurately for upper and lower arm bones.
- Ensure that all bones are connected properly; if any snap or disappear, check their connection settings.
Finalizing Bone Orientation
- Recalculate global Z-axis orientations using Shift + N to ensure all bones align correctly with world axes.
- Temporary rigs facilitate animation but do not export directly; focus on creating functional IK setups for hands and feet.
Adding Inverse Kinematics (IK)
- Duplicate hand bones, rename them appropriately, and add inverse kinematics constraints to enable movement tracking.
- Repeat similar steps for foot bones to create a fully functional armature compatible with both Blender and real-time engines.
Exporting Animation
- When exporting animations, ensure leaf bones are unchecked, select appropriate sample rates (30 FPS), and confirm everything functions as expected.