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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 1.2K,
Visits: 1.9K
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I found an easy method to retarget characters to UE4 and UE5 mannequin. But it doesn't work with AccuRig characters. The reason is that the program assigns a strange header cc_base to the beginning of the bones. I hope they fix this problem in the next version
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 1.2K,
Visits: 1.9K
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However, this often does not work. You also need to retarget to use it with UE5. Even the character in the video looks pretty bad.What we need is to be able to import to UE5. But what is more accurate is the automatic generation of a rig file.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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StyleMarshal
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StyleMarshal
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 1.2K,
Visits: 1.9K
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Do not select UE4 skeleton when importing CC character in Unreal Engine. Instead, you should rig after importing.While some videos (old plugin and old UE versions) show that this way of importing works, most of the time it doesn't work properly.
Especially with UE5 and CC4 you can't currently import characters this way. You need to rig.
At least for now, it may be more advantageous to spend 30 minutes and rig the character instead of wasting time looking for solutions for weeks :)
Although I wrote to Reallusion many times in this forum, they did not give any positive response about adding automatic rigs. Even the simple Vroid program automatically generates rig files. This is a really big need.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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ampcoppo
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ampcoppo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1,
Visits: 4
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Has anyone figured this out yet? Very frustrating. I have tried several import methods to UE4 and UE5, with NO SUCCESS. I either get a CC skeleton or A skeleton with ue4 bones all greyed out and CC bones still intact??? Videos make it look easy and flawless but clearly the pipeline needs work!
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StyleMarshal
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StyleMarshal
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Where is your Character from ? How did you import the Character into CC4 ? Only CC Characters with CC Skeleton can be converted to UE Mannequin Skeletons.
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hvillacruz
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hvillacruz
Posted 3 Years Ago
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Group: Forum Members
Last Active: 6 Months Ago
Posts: 8,
Visits: 39
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hi my sketon is not compatible still not compatible with ue4 manequin, how do I make it compatible, the character i used is my own not the default mesh in CC.
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StyleMarshal
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StyleMarshal
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Now you have a CC Skeleton imported to UE. (not compatible with the Mannequin) When exporting from CC you have to use the fbx "unreal" profile , then the skeleton will be converted to an UE Mannequin Skeleton. When using ActorCore you can export directly to Unreal or as iAvatar to CC or IClone for further tweaking , then again export as Unreal FBX to convert the Skeleton into a Mannequin Skeleton.
When using IClone :
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hvillacruz
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hvillacruz
Posted 3 Years Ago
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Group: Forum Members
Last Active: 6 Months Ago
Posts: 8,
Visits: 39
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i have a new character fbx and imported to accurig and character creator and added export to actor core, when i import to unreal , it says failed to merge bones
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StyleMarshal
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StyleMarshal
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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ActorCore with Mannequin Skeleton :
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