Unreal Manual

Plugin Installation

The Unreal plugin is distributed as source code because the engine updates frequently and many users work with inhouse-compiled versions. You'll need to compile it yourself by following these instructions.

Once compiled, the same engine version can share the plugin by copying Plugins/NemoPuppet, no need to recompile.

  1. Download the Unreal plugin from https://nemopuppet.com/download.

  2. Create a new C++ project in Unreal. If you have an existing Blueprint project, convert it to C++ by adding a C++ class.

  3. Close the project and create a Plugins folder in the project directory (where the uproject file is located).

  4. From the downloaded zip package, drag the NemoPuppet folder into the Plugins folder.

  5. Right-click the uproject file, select Generate Visual Studio project files, and reopen the Unreal project.

  6. Unreal will detect the plugin changes and ask if you want to recompile. Click "Yes" and wait for compilation to finish.

  7. Once the project opens, you'll find the NemoPuppet plugin in Project Plugins and the Nemo Assembler tool under the Window tab in the menu bar.

Assembling Nemo Rig

Assembling the Nemo Rig in Unreal is very similar to Maya. We recommend following the QuickStart guide to try assembling in Maya first.

  1. Open the Nemo Assembler tool from the Window tab in the menu bar.

  2. Select the Export package and Binary package.

  3. Choose the assembly output path. The path must be in the Unreal project Content directory or a subdirectory.

  4. (Optional) Unreal's default unit is centimeters. If Maya rig uses decimeters, set Global Scale to 10.

  5. (Optional) Since Unreal can't draw NURBS curves, controllers are meshes generated from curves. Adjust thickness using Controller Mesh Radius.

  6. Click Assemble to begin. (This process uses the Control Rig Python interface and typically takes several minutes. Complex rigs may take longer.)

  7. When complete, you'll find the Control Rig and Blueprint Actor in the output directory from step 4.

  8. Drag the Blueprint Actor into the scene or Level Sequence to use.

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