May 25, 2022

Add IK Bones UE5

  1. Alright, here's how to add the bones to the skeleton once you've got it Maya. You'll need to follow the process in the video to see how to get the metahuman into Maya first
  2. Press F3 to get the Rigging menu, and select Skeleton > Create Joints. Select root in the outliner, then click somewhere in the viewport to add the joint. Anywhere is fine for now

Click to add a few more like this

Then select joint2 in the outliner, and add one more

Name them as follows to match the typical naming scheme

Set ik_hand_root's transform to 0

Select hand_r, then ik_hand_gun, and add a parent constraint like this

  1. Make sure to click the little box on the far left side of the Parent option to open the dialogue box
  2. ik_hand_gun will snap to the hand. Repeat this for ik_hand_r and ik_hand_l to hand_r and hand_l respectively

You can delete the parent constraint on ik_hand_gun. Do not delete any other constraint though

I suggest doing the same thing for the foot ik bones, just to save yourself the trouble later if they're ever needed. Note that one less bone is needed here (изменено)

  1. Then you should be good to follow the export process in the metahuman video
  2. You may have to redo the retargeting of FPS AnimBP to this new skeleton in Unreal though, I haven't tested this myself with metahumans yet
  3. Also, as is always a good idea, make a backup of your project before importing anything into Unreal for this