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Features
Jim Kroovy edited this page Sep 3, 2021
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This whole section is going to get heavily re-written very soon i'm just getting a draft done...
There are some limitations and known issues that i may or may not ever be able to fix...
- Epics Female Mannequin has slightly offset wrist meshes. I could fix this but it's how she is in Unreal Engine and it's not my job.
- Mr Mannequins should automatically install and enable two B.L.E.N.D add-ons half a second after being enabled, they don't get disabled when Mr Mannequins is. These add-ons probably should not be overwritten/installed separately and do not get disabled or uninstalled when Mr Mannequins does.
- When loading Mannequin templates into a scene with rigging, if they are scaled to scene they randomly have their ankle controls switch direction. It's rare and i can't replicate it, so i don't know how to fix it... yet!
- View 3D > Add > Mr Mannequins Template
- The default Meshes, Materials and Armatures from Unreal Engines template projects.
- Contents:
- Mannequin
- First Person Gun
- Female Mannequin
- Planned:
- Skysphere
- Static Geometry
- UFO
- View 3D > Add > Mr Mannequins Template
- The mannequin themed Meshes, Materials and Armatures that i have and will be creating. (Not added in any specific order)
- Contents:
- Femmequin (My Female Mannequin)
- Bow and Arrow
- 1h Sword and Shield
- Planned:
- Teennequin (Teenage Mannequins)
- Kiddequin (Child Mannequin)
- Babbequin (Baby Mannequin)
- Quiver, Sheath and Backpack
- 2h Sword and Pistol
- Armour and Clothing
- Equinequin (Horse)
- Avianequin (Bird)
- Caninequin (Dog)
- Felinequin (Cat)
- Piscinequin (Fish)
- Draconequin (Dragon)
- Improved Humanoid Characters (New mannequins with face rigging and non-robotic joints)
- Dismemberment and Character Creation Systems
- File > Export > Mr Mannequins FBX
- My FBX export scripts that neatly handles scaling, object selection and various other hassles.
- Contents:
- Exports static and skeletal meshes and armatures with animations
- Export scaling from any scene unit scale
- All methods of animation export supported (NLA, All Actions, Only active etc)
- User defined FBX prefixing
- Planned:
- Options to use Send 2 Unreals export operator
- Advanced object specific export method
- Support for static collision bodies
- Support for levels of detail
- Export UE Python import script
- File > Import > Mr Mannequins FBX
- My FBX import script that handles scaling and optionally bakes animation to applicable armature controls.
- Contents:
- Objects and animations scaled to any scene unit scale
- Imported animation playhead scaled to current framerate
- Optionally apply location, rotation and scale on import
- Planned:
- Automatic mesh retargeting on import
- Improved animation baking to existing armature controls
- Properties > Data > Deform Controls
- Builds control bones that manipulate deformation bones indirectly to maintain compatibility between other applications.
I need to add better docs for it still but for now you can watch the Quick Add-on Guide for my deformation controls.
- Properties > Data > Rigging Modules
- Adds modular rigging with advanced pose controls and scripted mechanics to almost any armature.
I need to add better docs for it still but for now you can watch the Quick Add-on Guide for my rigging modules.