Blender & Unreal Engine 10 min Tutorial - Morph Target & UMG interface

preview_player
Показать описание

I imported them into Blender setup shape keys and export into unreal engine.

I show you how to export from Blender and import into Unreal then using the level Blueprint and a widget with a slider use an event dispatcher to communicate between the two blueprints. From there the slider can be used in real time to change the morph shape and apply the expressions.

#blender
#Unrealengine
#Morphtarget

Please comment, like and subscribe !
Рекомендации по теме
Комментарии
Автор

Very helpful my man. Surprisingly hard to find a complete explanation for something simple like this. Great job

GlassesAndCoffeeMugs
Автор

why would anyone dislike this? thanks, very informative yet simple!

mirceam
Автор

If you are having trouble getting this working from Blender 4 to Unreal 5 I had to turn off modifiers from the Blender Export before the Morph Targets would appear in Unreal. I think you may also need to change smoothing to face but Im still a rookie with this stuff myself but maybe it will help someone.

cgxlv
Автор

You good sir have earned my sub 10000%

Shmoodlepoop
Автор

Nice ! Never seen that one before. 1:50

DirkTeucher
Автор

Hello there! realy good video bro! question: what if i whant to create other slides for ej nose, ears, etc i need to copypaste the first part of the widgetface and change the smile_evento to nose_event or ear_event. what if i doo that? the changes of all the part of the face are aplicables at the same time without lossing earch change?
PD: if i want to make all this changes in blender i need to create multiple layers? one for earch part of the bodie?

CsGrinders
Автор

I couldn't figure out how to get this to work with Daz3d. I was able to create the shape keys but not import them into UE. Am currently using 5.0.3.

I was able to get it to work. You need to apply any modifiers that are on the meshes.

treehousebandit
Автор

Hello, does Blender do corrective blendshapes that are driven by set driven keys like Maya? For example, when you bend an elbow the inside of the elbow will use corrective blendshapes to correctly deform the elbow when it bends?

hotsauce
Автор

Could you make a tutorial so that it works alongside sequencer?

waleyqiao
Автор

Hello. I used shape keys to create expressions. In Blender, I finished all the animations and they work perfectly, but the problem occurs in Unreal. When I import to Unreal the morph targets, which in this case act as shape keys, don't work properly. For example, if I modify the morph target of the eyebrow on the left side, both sides activate, and if I activate the right side, the expression becomes exaggerated. That is, if I move only one side, both sides activate, but they look fine like in Blender. This is reflected in my animations, as in Unreal they will be extremely exaggerated expressions. To visualize it, if I created a normal smile in Blender, in Unreal the smile will be like the Joker's. Do you have any idea why this might be happening? Please help.

fransalazarco
Автор

Its not just about the Same number of vertices its about the same Geometry

prototypega
Автор

wait they gave them away for free. i just paid 100 for mine

ProjectShinkai