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RiggingCore Auto-Rigger for Unreal Engine

RiggingCore Auto-Rigger for Unreal Engine

A marker-based auto-rigger plugin for Unreal Engine. Drop a few landmarks on a mesh and get a full Manny-compatible skeleton, skinned and ready to retarget animations.

RiggingCore is an Unreal Engine 5.8 editor plugin I made to auto-rig characters inside the engine. No Mixamo upload, no Blender, no placing 80 bones by hand. You put a few markers on a static mesh (pelvis, spine, neck, head, shoulders, elbows, wrists, hips, knees, ankles) and it fits a full 89 bone UE5 Manny skeleton to your character, skins the mesh, and saves ready to use SK_ and SKEL_ assets.

The skeleton matches Manny bone for bone, same names and same orientations, so every Mixamo and UE Manny animation retargets straight onto it.

I wanted a Mixamo style auto-rigger that runs inside Unreal for a long time, so I finally made one.

What it does

  • You place markers in a custom editor by clicking on the mesh. Interior bones sit on the centerline. I take the middle point of where the ray enters and exits the mesh, so the bones are inside the limb and not on the surface.
  • The plugin fits an embedded Manny bone table to the markers. The main bones land on your markers, the spine and neck follow Manny's curve, the hands get a full 3D orientation, and the left side is mirrored to the right.
  • Fingers are placed with MediaPipe. The hand is rendered to an image, MediaPipe finds the 21 hand landmarks, and I raycast them back onto the mesh.
  • Skin weights come from the Manny mesh. I reshape the weighted Manny onto your fitted skeleton and transfer its weights, then clean them so the mesh does not tear when you pose it.
  • It saves a real USkeleton and USkeletalMesh pair, linked and ready to animate.
  • How it is built

  • UE 5.8 C++ editor plugin, built on GeometryCore and DynamicMesh.
  • Skin weights use FTransferBoneWeights, UE's own weight-transfer tool: it copies the template's weights where the two meshes line up and fills in the rest.
  • Fingers use MediaPipe Hands in Python.
  • The bone heat solver uses Eigen. I also added EA's Dem Bones as an extra weight option.
  • I wrote an audit tool that regenerates every rig and bends its joints hard, so I can measure the tearing automatically instead of checking each one by hand.
  • YouTube

    Dev logs

    I wrote down how I got here:

  • Building a Marker-Based Auto-Rigger for Unreal Engine
  • Auto-Rigging Fingers with MediaPipe
  • The Skin-Weight Bug That Survived Six Solvers
  • Screenshots