Rigify to Unreal Engine 5: export a Rigify character and play Manny animations on it
By the Cosindra team · Updated October 31, 2026
A Rigify rig does not drop into Unreal Engine 5 as it is: Rigify wraps the bones your mesh is skinned to (the DEF bone collection) in control and mechanism bones built for animating in Blender, and none of them carry the UE5 Manny skeleton's names, so Manny and Quinn animations will not play on it without retargeting. Export only the deform bones as FBX, import them as a new skeleton and retarget Manny animations onto it with the IK Retargeter. Or, if the character only needs a game rig, rig the mesh straight to the Manny skeleton instead, for example with RigMaster (15 credits a rig).
Rigify facts come from Blender's manual and Epic's UE to Rigify docs and release notes, read on October 31, 2026 and listed under Sources. We build RigMaster, so weigh what we say about it with that in mind.
What Rigify gives you, and what Unreal needs
- Rigify is the rig generator that comes with Blender. You add a meta-rig (Human, or Basic Human, which has no face and no fingers), fit its bones to the character and click Generate Rig to get a full control rig.
- The bones that deform the mesh are in the DEF bone collection. They are the only ones a game engine needs; the control and mechanism bones exist for animating in Blender.
- Rigify assumes 1 unit is 1 metre, so a human is about 2 units tall. Unreal works in centimetres, so check the height against the default mannequin after import.
- Blender's manual advises keeping the meta-rig so you can generate the rig again later, and warns against large edits to the generated rig.
- In Unreal an animation belongs to a skeleton asset. Manny and Quinn animations, Lyra and the Fab packs built for the UE5 mannequin expect SK_Mannequin's names and hierarchy, which a Rigify skeleton does not have.
Route 1: export the deform bones and retarget in UE5
- In Blender, select the character mesh and the generated rig (not the meta-rig).
- Export FBX with the exporter's Only Deform Bones option on, so the control and mechanism bones stay behind. Leave Add Leaf Bones off unless you want an extra end bone on every chain.
- Import the FBX into UE5 and let the importer create a new skeleton. Compare the height with the default mannequin and fix the scale before going further.
- Open the new skeleton's bone tree and check that the deform bones still form one chain from the hips up to the head and out along each limb. Rigify builds its rig for animating in Blender, so confirm this before you build anything on it.
- Right-click a Manny animation, choose Retarget Animation Assets and set your character as the target mesh. Unreal can generate the IK Rigs and the IK Retargeter for you; preview a walk, then fix chains and the retarget pose by hand if the arms are off.
- Export the retargeted animations to a folder of their own with a prefix. Repeat for every new pack you adopt.
Route 2: animate the mannequin with Rigify controls (UE to Rigify)
If what you want is to animate in Blender for Manny, rather than to bring your own character over, Epic's UE to Rigify add-on works the other way round. Its docs describe a node-based retargeting system that drives an Unreal rig with Rigify's controls, with templates for the Unreal mannequins, so the animation you author goes back on the original skeleton.
Check it before you plan around it: the newest UE to Rigify release notes we found (version 1.6.2, published with Epic's Blender Tools in 2023) list tests on Blender 3.5.
Route 3: rig the mesh to the Manny skeleton with RigMaster
- From Blender, export the character mesh without its rig as GLB with the glTF 2.0 exporter.
- Upload it to RigMaster. It takes GLB or glTF files up to 100 MB and offers a free reduction in the page for very dense meshes, keeping your original.
- Place the 18 joint markers, or press Suggest markers and check each one. Pick 5, 4 or 3 fingers or Mitten for each hand.
- Rig it for 15 credits. Each rig includes 5 free polish rounds, so you can move a marker and run it again.
- Import the FBX into UE5 choosing the project's SK_Mannequin as the skeleton and assign any Manny or Quinn animation, or use Apply in UE5 with the free desktop app.
- Keep the Rigify rig in Blender for any animation work that stays there; the game character now plays Manny animations directly.
Rigify export, UE to Rigify or RigMaster: compared
| Rigify export + IK Retargeter | UE to Rigify | RigMaster | |
|---|---|---|---|
| What it is for | Your Rigify character in UE5 | Animating an Unreal skeleton in Blender | Your humanoid mesh on the Manny skeleton |
| Skeleton in UE5 | Your Rigify deform bones | The original Unreal skeleton | UE5 Manny, 89 bones |
| Manny, Quinn and Fab mannequin packs | Play after retargeting each set | Not its job: it authors new animation | Play directly |
| Creatures | Yes, Rigify has quadruped and animal meta-rigs | Per template | No, humanoids only |
| Where you work | Blender, then UE5 | Blender, then UE5 | Browser, then UE5 |
| Cost | Free; your time | Free | 15 credits a rig, 5 polish rounds included |
Honest limits
- RigMaster rigs humanoids only. For a creature, Rigify's animal meta-rigs and the retargeting route are the tools.
- RigMaster has no animation library of its own; Manny packs and MotionSmith motions play on its rig. It also replaces your Rigify skin weights with its own, so a character whose weights you painted by hand may be better served by Route 1.
- Retargeting is a setup per skeleton and a re-export for every pack. Done once it is fine; done for every character it adds up.
- UE to Rigify's last tested Blender version is old. Community add-ons that turn a Rigify rig into a game skeleton exist; we have not tested them.
Sources
Rigify, Blender and UE to Rigify facts on this page come from these pages, read on October 31, 2026. RigMaster facts come from our own product.
- Blender manual: Rigify introduction
- Blender manual: Rigify basic usage: the meta-rigs, 1 unit as 1 metre, Generate Rig, the DEF bone collection
- Blender manual: FBX export: the Only Deform Bones and Add Leaf Bones options
- Epic docs: UE to Rigify: templates for the Unreal mannequins
- Epic Blender Tools release notes: UE to Rigify 1.6.2, tested on Blender 3.5
- Epic docs: Auto Retargeting: Retarget Animation Assets from the Content Browser, Auto Generate Retargeter, Export Retarget Assets
Frequently asked questions
Can I use a Rigify rig in Unreal Engine 5?
Yes, once you export only its deform bones (the DEF bone collection) as FBX. The result imports as its own skeleton and plays animations made for it. To play Manny and Quinn animations, retarget them onto it with the IK Retargeter, or rig the mesh to the Manny skeleton.
Which Rigify bones do I export to Unreal?
The deform bones, the ones in the DEF bone collection. Turn on Only Deform Bones in Blender's FBX exporter so the control and mechanism bones stay in Blender, and check in Unreal that the bones still form a clean chain from the hips to the head and limbs.
Is there a Rigify to Unreal add-on?
Epic made UE to Rigify, which drives Unreal rigs such as the mannequins with Rigify controls in Blender. Its newest release notes we found (1.6.2, from 2023) list tests on Blender 3.5, so check it on your version. Community add-ons that build a game skeleton from Rigify also exist; we have not tested them.
Does Rigify work with the UE5 Manny skeleton?
Not as is: Rigify's bones have their own names and its rig adds control bones Unreal does not use. Manny animations reach a Rigify character through the IK Retargeter, or you rig the mesh to the Manny skeleton so they play directly.
Is Cosindra free, and what does RigMaster cost?
Yes, you can start free with no card. The Starter plan gives 30 credits every month, and eligible new accounts also get 50 one-time signup credits. A rig costs 15 credits and includes 5 free polish rounds, so the 80 credits of a new account's first month cover 5 rigs. Starter includes one free download, shared across products, and Apply in UE5 through the free desktop app is never download-locked. More downloads come with a paid plan (from $9.99 a month for 150 credits) or a one-time credit pack ($5 for 50 credits, $10 for 100 or $20 for 200), whose credits never expire and which opens downloads for 15 to 30 days. The face rig is a paid-plan feature.