Ali Şahan Yalçın
DocsIntroduction

Get started

Introduction

What RiggingCore does and what you get out of it.

RiggingCore is an Unreal Engine 5.8 editor plugin that fits a full UE5 Manny skeleton to your character mesh, skins it, and saves ready to use SK_ and SKEL_ assets.

You place a handful of markers on a static mesh, press Generate Rig, and get a rig you can retarget animations onto. No Mixamo upload, no round trip through Blender, no placing 89 bones by hand.

What you get

  • An 89 bone skeleton that matches UE5 Manny bone for bone, with the same names and the same orientations.
  • Skin weights transferred from the Manny mesh and cleaned, so the surface does not tear when you pose it.
  • 30 finger bones per character, placed from the mesh itself instead of guessed from a template.
  • A linked USkeleton and USkeletalMesh pair saved into your content folder.
  • Because the skeleton matches Manny exactly, every animation made for Manny, and everything on Mixamo, retargets straight onto your character.

    How it works

  • You create a Rig Definition asset and point it at a static mesh.
  • You place markers in the Rig Definition editor by clicking on the mesh.
  • RiggingCore fits the embedded Manny bone table to those markers, mirrors the left side onto the right, and places the fingers with MediaPipe.
  • It transfers skin weights from a reshaped Manny mesh, cleans them, and saves the skeletal mesh and skeleton.
  • Where to go next

  • Installation to get the plugin into your project.
  • Quickstart to rig your first character.
  • Placing markers for the part that decides how good the rig is.