FBX from Blender to Unreal Engine with the correct pivot point

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Some tips. Tutorial. How to export FBX from Blender to Unreal Engine with the correct pivot point.

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I use Blender n Unreal Engine work flow for years and pivot point is always the most irritating thing ever, thanks to ur video, it totally works!

limitlessinmind
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This is Amazing. No other YouTube videos show the correct way to export to UE. Thank you.

rufty
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Only issue is, what if you want to bring it a bunch of objects, and want them to maintain their position, like a scene (so when you drag and drop into UE it keeps it's arrangement), but also want each object to keep its own original origin point.

cruchingtiger
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so the transfrom vertex to absolute is the solution? doesnt it break some stuff? i need more info on this option, here you dont explain at all

Dhieen
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Thanks for the short vid. Also, the outro music was like x3 your voice volume.

Kalikovision
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when I uncheck that box, the mesh I was trying to import is changed drastically. I mean it's totally different thing from what I was exporting. Don't know why. Anyway, I've struggled a lot and then found out that the easiest way (might not work for everyone) is to set the location of the object to 0, 0, 0 and then just relocate the object in the engine or elsewhere.

LordAssassinLych
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This is great, thanks. Unfortunately, it seems impossible to import your model from blender maintaining the original positions of your scene. For example, imagine you have a car, with two doors that can open. If you import inside unreal, youll have to manually place the doors on the car. Now imagine doing this if you have a spaceship or mechanical object with lots of cranks and levers. It seems so simple there is no way people on big studios do this by hand :/

thaylanoliscovicz
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the coordinate space in blender is not oriented as the one in unreal.
so it's ok to have the correct pivot spot (as describe in video). but the object will be at zero (no transform conservation) and the axes will not be oriented as in your blender.
I've try all the 4 option for the forward axis and none give an pivot orientation as in blender. best option for me is exporting Zup and X forward. Than in unreal value on Y should go and X (but no negative value should be use, only invert X and Y)

summer.vfX-trem
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It all works, but now my scaling is really small. It was normal before i unchecked the "Transform Vertex to Absolute". Can anyone help? :D

nilssiemon
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Dude, I could _kiss you!_ Thank you so much. :D

Valkinsenn
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Its the FBX to blender is the problem for me.

kevinbillington