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MakeHuman_To_UE4

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01 - MakeHuman

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01.1

Select Tab "Pose/Animate"

01.2

In "Pose/Animate": Select Tab "Skeleton"

01.3

Select Rig Preset "Game Engine"

02 - MakeHuman

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02.1

Select Tab "Files"

02.2

In "Files": Select Tab "Export"

02.3

Select Mesh Format: Filmbox (fbx)

02.4

Select Scale Unit: centimeter

02.5

Click "Export"

03 - Unreal Engine

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03.1

On source file change detection: Click "Import" (in upcoming Window "Import all")

04 - Unreal Engine

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04.1

Open imported Skeletal Mesh

05 - Unreal Engine

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05.1

Open Skeleton Editor

05.2

Click "Retarget Manager"

06 - Unreal Engine

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06.1

Open Drop Down "Select Rig"

06.2

Select "Select Humanoid Rig"

07 - Unreal Engine

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07.1

Click "Save Pose" (Bones from MH are named same as the ones in UE => no change needed)

08 - Unreal Engine

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08.1

Open Animation you want to retarget

09 - Unreal Engine

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09.1

Open Skeleton Editor

09.2

Click "Retarget Manager"

10 - Unreal Engine

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10.1

Open Drop Down "Select Rig"

10.2

Select "Select Humanoid Rig"

11 - Unreal Engine

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11.1

Click "Save Pose"

12 - Unreal Engine

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12.1

Right Click Animation you want to retarget

12.2

Select "Retarget Anim Asset" => "Duplicate Anmim Assets and Retarget"

13 - Unreal Engine

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13.1

Select your target Skeleton

13.2

Click "Retarget"

14 - Unreal Engine

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14.1

Open the new Anim Asset next to your target Skeleton

15 - Unreal Engine

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There might be Glitches in the Animation. To fix them:

16 - Unreal Engine

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16.1

Open Skeleton Editor

16.2

Make sure Box next to "Show Advanced Options" is checked

16.3

Right click the "Root" bone of your Skeleton (or the broken one itself if you want to go step by step)

16.4

Click "Recursively Set Translation Retargeting Skeleton" in upcoming menu

17 - Unreal Engine

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The final result without Glitches