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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
USkeletonandUSkeletalMeshpair 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.