The libraries and engine systems behind the plugin.
For anyone who wants to know what is doing the work.
UE 5.8 C++ editor plugin, built on GeometryCore and DynamicMesh.Manny bone table — a command line tool loads SKM_Manny_Simple, reads its skeleton, and writes all 89 bones (names, parents, poses) into a header compiled into the plugin. Manny's layout lives inside the plugin, so nothing needs to be loaded at runtime.Skin weights — Unreal's own FTransferBoneWeights, copying the template's weights where the two meshes line up and filling in the rest.Seam welding — FMergeCoincidentMeshEdges, run before binding.Fingers — MediaPipe Hands, in Python.Bone heat solver — Eigen. EA's Dem Bones is wired in as an extra weight option.Audit tool — regenerates every rig and bends its joints hard, measuring how far each mesh edge stretches past its resting length. Good weights keep edges near 1.0x, bad ones stretch them 30x or more. It is how the solvers were compared instead of eyeballing each result.Dev logs
The long form version of how this got built:
Building a Marker-Based Auto-Rigger for Unreal EngineAuto-Rigging Fingers with MediaPipeThe Skin-Weight Bug That Survived Six Solvers