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Want to see your own characters in Unreal? Tired of Manny? In this Unreal Engine Blueprint Tutorial we will be taking a look at a way to use your own characters inside unreal and reuse all the mannequin animations. 🎓 Exporting From Unreal 🎓 Character setup in Maya 🎓 Copying Skin Values 🎓 Skeleton Import and compatibility ✨💲 Tips are welcome! (We also have Patreon below and supers):💲✨ https://www.paypal.com/donate/?hosted... Join our Patreon to vote for upcoming topics, download tutorial content, as well as early access to tutorials and live dev streams. / askadev 🔗 Join our discord server for questions and community: / discord Spreading the word is also a great way to support the channel. 🙏Truly grateful for support in all forms.✨ 🗓️ We host these live tutorials as part of our shared journey 🚶♂️ into the heart ❤️ of Unreal Engine and Blueprint for development and virtual production. Together as a community, we learn, stumble, grow 🌱, and improve, addressing your questions and discovering new techniques along the way. Join our Patreon to vote for upcoming topics, download tutorial content, as well as early access to tutorials and live dev streams. / askadev Mel Code Used in the tutorial: string $infs[]=`skinCluster -q -inf`; select $infs; Python Code: import maya.cmds as cmds cmds.select(hi=True) og_joints = cmds.ls(sl=True) og_rots = [] for joint in og_joints: rots = cmds.xform(joint,q=True, ro=True, os=True) new_joint = joint.replace('og_','') print(new_joint) cmds.xform(new_joint,ro=rots,os=True) #UnrealEngine #Blueprints #GameDevelopment #GameDesign #UnrealEngineTutorial #gamedev #virtualproduction #unrealengine5tutorial 0:00:00 Stream Start 0:00:28 Intro 0:02:10 Exporting Manny 0:05:07 Rules of the Snatch 0:09:00 Character Scale 0:10:17 Ref Pose 0:11:44 Aligning Pose 0:17:00 Head Scale 0:20:58 Skin & Copy 0:24:11 Paint Weights 0:28:00 Re-orient to Manny 0:30:00 Python Snap Code 0:33:12 Bind Pose Explained 0:37:44 Export FBX 0:38:41 Import FBX 0:41:41 Compatible Skeleton 0:44:30 Wrap Up