Export Unreal Engine 5.4 Camera .FBX with Animations/Settings to Blender, EmberGen, iClone etc

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Have you ever wished you could easily move your camera work and scene setup from Unreal Engine to other 3D applications like Blender, iClone or EmberGen? In this video tutorial, I'll show you how sequencer in Unreal Engine 5 makes it possible to seamlessly export camera animations, settings and scene elements for use outside of UE5.

As a 3D artist and filmmaker, I'm always looking for workflows that allow me to block out scenes and lay the foundations in my preferred app, before bringing assets into other programs for additional work like animation, VFX or rendering.

In this video, I'll walk through setting up a simple scene with some props and animated camera movements. We'll position and keyframe the camera to block out a shot. Then I'll show you the simple workflow to export out the camera, its settings like focal length and film back, along with any meshes visible in the shot.

By going to the Sequencer view, right clicking on the Cine Camera Actor and selecting ‘Export,’ we bring up the export options. Here you can name the FBX file and determine what you want to include - just the camera, or camera and meshes visible in the shot. We'll also select the ‘Include LODs’ option so our meshes export with multiple Level of Detail settings preserved.

Once exported, I'll demonstrate how to import these FBX files into Blender, iClone and EmberGen to continue working on the scene. In Blender, importing the camera correctly positions and orients it based on the world origin point in Unreal. Meshes simply need to be dragged into the 3D viewport.

In iClone, importing the FBX files similarly sets up the blocking and positioning from Unreal. And in EmberGen, dragging camera and mesh nodes directly into the node graph reconstructs the setup.

To show some applications of this workflow, I'll also provide examples of how you could:

Block out scenes and animations in Unreal for previs before refining in other apps.

Handle environment setup and camera blocking in Unreal, then import meshes into Blender or other programs for high-res modeling.

Create placeholders, blocking and basic interactions in Unreal before moving to iClone or similar apps for photorealistic character animation and rendering.

By seamlessly exporting camera moves, scene setup and elements between platforms, the Unreal Engine 5 Cine Camera streamlines multi-app workflows. I hope this tutorial gave you some ideas on how to utilize this handy feature in your own projects. Let me know if you have any other questions!

💡 00:00 Intro
💡 00:14 tiedtke.
💡 00:20 Overview of the project
💡 00:59 Exporting the Cine Camera Actor
💡 02:20 Exporting meshes as references/colliders
💡 03:20 Working with the Cine Camera in Blender
💡 04:30 Working with the Cine Camera in iClone 8
💡 06:51 Working with the Cine Camera in EmberGen
💡 08:30 Outro

Assets used in the video:

Software used in the video:

Thanks for watching, if you like the video feel free to like and subscribe for more tutorials on #unrealengine #cgi and #3d

𝗖𝗼𝗻𝗻𝗲𝗰𝘁 𝘄𝗶𝘁𝗵 𝗺𝗲! 🖐️

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Keywords for Youtube indexing (ignore):
unreal engine 5, cine camera, export, iclone, blender, embergen, workflow, shots, transfer, scene setup, camera movement, asset import, data exchange, fbx, lod, export options, world origin point, scene reconstruction, previs, high-res modeling, character animation, rendering cine camera export workflow, cine camera shot import, cine camera scene transfer, cine camera asset exchange, cine camera fbx export, cine camera lod export, cine camera export options, cine camera world origin point
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man, like a genie you have granted my wish! been looking for this for weeks! Thanks!

Raitan
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Thank you for this amazing tutorial! I was exactly looking for this. I have a question, when I import my camera and mesh, they are away from bounding box. how to move my camera and mesh to the bounding box?

shadyartstudio
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excellent! just what i was looking for!! 😀

emiliachristiansson-inly
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Thank you kindly for your video. I am trying to exporting an UNREAL 5.3 camera using a Cam Rig Rail to Maya and the FBX export process fails on multiple levels. Animation has no transform, the Filmback and Crop don't match at all. Any ideas on how to do this. After much googling I haven't had any luck. Thanks as always. Adam

AdamHStewart-eflt
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hello there! Quick question: is the workflow for animated car the same? Also, don't know why but after importing car mesh to EmberGen it is not visible in the viewport - any ideas?

oneforce
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How do you export a render from the CineCameraRigRail as just a video from the Sequencer?

havenhenningsen
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