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UE5 skeleton checker: is your character on the Manny skeleton?

Drop a GLB, glTF or FBX and this free checker compares its skeleton with the UE5 Manny skeleton (SK_Mannequin): bone names, missing body bones, fingers, extra bones and the root bone. No account needed.

Drop a GLB, glTF or FBX file here

Binary or text FBX, a .glb, or a .gltf with its data embedded. Up to 150 MB.

Your file stays on your device: it is read in this browser tab and never uploaded.

What it checks

  • Naming: Manny names written exactly, Manny names with other case or separators, Mixamo names (the mixamorig: prefix) with the standard map onto Manny, or another convention with a best-guess map.
  • Core body bones: root, pelvis, the five spine bones, both neck bones, head, and on each side the clavicle, arm, hand, leg, foot and ball. Each missing one is named.
  • Fingers on each hand: how many fingers, how many of the 15 finger bones and of the 4 metacarpals.
  • Extra bones that are not on Manny, counted and listed.
  • The root: whether a bone sits above the pelvis, and what it is called.
  • Height from the skinned mesh bounds, with a hint when the units look like centimetres written as metres or the other way round.

It compares names and the hierarchy only. It does not judge the rest pose, bone orientations or skin weights, and it gives no score. The quickest proof is still to import the character and play one Manny animation.

Questions

Is my file uploaded?

No. The file is read by this page in your browser tab and is never sent anywhere. If you accepted analytics, the page counts the file's format, its number of bones and the kind of result, never the file name or any bone name.

Which files can it read?

GLB, glTF with its data embedded in the one file, and FBX in binary or text form (FBX 7.0 or newer), up to 150 MB. A .gltf that keeps its data in separate .bin files cannot be checked on its own; export a .glb instead.

How many bones does the UE5 Manny skeleton have?

89, counting root: the body chain from pelvis to head, twist bones on every limb, three bones per finger plus four metacarpals per hand, IK helper bones and two helper bones (interaction and center_of_mass). Manny and Quinn share this one skeleton, SK_Mannequin.

If the names match, will Manny animations play?

Matching names and hierarchy are what lets Unreal put the mesh on SK_Mannequin. The bones must also point the same way in the rest pose, which a name check cannot see. Import the character with SK_Mannequin as its skeleton and play one Manny or Quinn animation to confirm.

My character has Mixamo bones. What now?

A Mixamo skeleton is a different skeleton from Manny, so Manny and Quinn animations need the IK Retargeter before they play on it. The other route is to rig the mesh to the Manny skeleton itself, after which those animations play as they are.