Story-to-Screen Pipeline · Unreal's Role

Unreal in Phase 2 — Character Finalization

Blender exports the finished characterUnreal receives it as a Skeletal Mesh on one canonical skeleton, then adds hand sockets once and builds an IK Rig. Done once per character.
Unreal's job in Phase 2

Turn the imported character into a rig the whole production reuses. Unreal is the tail of character finalization: it receives the Blender export as a Skeletal Mesh on one canonical skeleton, and you add hand sockets and an IK Rig a single time. From then on, every pose, animation, and shot draws on that one setup. The upstream cleanup is on the Blender Phase 2 page.

What Unreal does in character finalization

2

Import & rig the character once per character

The goal is a Skeletal Mesh that every downstream phase can trust: one skeleton, one socket scheme, one retarget rig.

AImport as a Skeletal Mesh

Bring the FBX in via the same FBX import workflow you use for any asset — but as a Skeletal Mesh, and onto one canonical skeleton asset reused across characters rather than letting each import mint its own.

BConfirm materials & LODs

Check that material slots resolved to Material Instances and that import options (LODs, collision where relevant) are sane — ordinary asset hygiene, same as static meshes.

CAdd hand sockets — once

In the Skeleton editor, add a socket on the right-hand bone (e.g. a weapon socket). This socket is the attach point held props snap to in every shot — set it here, use it forever.

DBuild an IK Rig

Create an IK Rig for the skeleton, defining the retarget chains and goals. It's what lets Phase 4's IK Retargeter map animation from other skeletons onto this character.

Blender · export UE · Skeletal Mesh + Socket + IK Rig

One canonical skeleton — don't let each import make its own

On FBX import it's easy to accept a brand-new skeleton per character. Do that and your sockets live on the wrong skeleton and retargeting has nothing shared to map through.

Fix: import every character onto the same skeleton asset. Sockets and the IK Rig then apply across your whole cast.

Covered in the intermediate track

Skeletal Meshes and sockets get a full lesson in Characters & Animation, and building the IK Rig for retargeting is walked step by step in Retargeting with the IK Retargeter. This page is the pipeline-level map; the asset-import and actor foundations transfer directly.

Once per character, reused forever

Skeleton + sockets + IK Rig are built a single time. Every held prop (Phase 3), every animation (Phase 4), and every shot (Phase 5) reuses them.

Where it comes from & goes next

Upstream & downstream