My Blender To Unreal Engine Character Workflow | Tutorial

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Many of you asked me to make a video about my Blender to Unreal Engine 4 workflow. You ask, I make! Here it is!

In this video I explain how I set up my characters with materials in Blender. I take you through the entire export process and bring it all into Unreal Engine.

We also explore the best way to get the right scale in Blender and how to set up Animation Retargeting in Unreal Engine.

:::: Helpful Videos ::::

I had to watch 10 videos on each problem and piece together the information from each to make everything work.. There are no helpful videos lol! I'm looking around for some good ones that will clarify things! Stay patient 🙏🙏🙏

If you have any questions, please drop a comment and I will help you :)

Hope you enjoy! Cheers!

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If anyone is still having problems with the physics not working make sure before you export to “apply transformations” this is done by pressing “ctrl A” :)

jarrodalvarado
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following someone who started from scratch is helpful when you give the tips that normal tutorials would skip over because its considered normal industry knowledge

michaelrutter
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0:58 - Basics / Scale setup
1:56 - Materials
3:34 - Rig
5:38 - Exporting
10:35 - Animation
16:02 - Retargeting Animations

unchayndspersonalaccount
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Hi from the future! In the future we're now on Unreal Engine 5.1 - If you're wondering how the scale is still getting jacked up with your model, and the capsules aren't lining up or you're getting 2/3 capsules, than fear not! Under the physics asset window where you see the capsules, you will need to go under Tools on the right hand side and under the "Body Creation" drop down go to: "Min Bone Size". My model's bones were too small, so adjusting this down to 0.07 allowed the engine to properly detect my tiny bones and compensate appropriately. Now every bone has a capsule.

ShouriSeifuku
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Explaining nuances "like the blender m vs cm issue" in videos like this is SO helpful!! Great Vid!

Holtingthewalkers
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I’ve referenced these videos so many times and only just learned you’re the one behind A Difficult Game About Climbing! Congratulations man!! 🥳
Thank you for giving us all so much!

Ren_Taylor
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Thank you! That is valuable! One piece of advice - in Blender you can just hover over an object and press "L" it will select the whole piece under the cursor, no need to select poly and ctrl-L, it speeds up things considerably

shamzfk
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I dont know how I found this, I searched every single video for my problem. I couldnt export from Blender to Unreal... And I found this video! You are the God!!! I cant explain how happy I am right now. I spent hours trying to fix it and all I had to do is just to watch this video!

timsonss
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I love that you showed the actual mistakes and how to fix them. Too often people assume that just rambling off all the "right" things to do in checklist format is the best way to instruct. But more often than not I'm scrubbing through content trying to find where I 'messed' up in the list with no clue what I missed or where I went wrong. Then getting frustrated and having to walk away til my head clears. I really wish more tutorials took into account common mistakes (or even uncommon) during the instruction.

Dilligff
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THIS 8 MINUTES OF MY LIFE WAS THE BEST THING I HAVE SEEN ALL DAY ON HOW TO GET MY MESH TO UNREAL ENGINE!

garethanderson
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Thanks for the helpful video! Just to note, if you already have a bone named "Root" in your armature, then you SHOULD rename your character's armature to "Armature" before export from Blender, otherwise you will end up with 2 root bones. As of 4.16 (and newer) UE4 will automatically remove the root node named "Armature" (which conveniently allows you to have a proper Root bone to work with in Blender).

AdamJanzD
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tip when exporting animations, export only the armature to prevent the mesh/materials being exported/imported alongside it.

SneakyKittyGameDev
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Ponty, I don't usually comment on videos but I love you.
I'm currently working on my first game and this was the first time I ever animated something myself. The whole day I've been sat here trying to figure out settings and nothing worked.
Now, renaming the Armature to root solved everything.
Thank you!!!!

PinkPeachBell
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Claps Claps You Literally took the last TEN years of my life learning blender and made a video to this is one of the best Blender to Unreal Videos ever made... Just one thing you don't actually need to re-import the Mesh when importing animations.... just hit that check mark that says Every blender user Needs to watch.

kitcoo
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This is helping me weed through the intel i've gotten from other devs. THANKS BRAH!

discountgamervids
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My worflow is a bit different. Don't rename the armature. Create a root bone instead at the bottom of your character or else two problems will arise. First, the armature will have a scale of 100 in unreal. Second you will not be able to use root motion.
And when you model in blender, do it 100 times bigger then you normally would. This is the only way I could find to have a skeleton of scale 1.0 in unreal and I tried all sorts of settings combinations.

Limanima
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THANK YOU for not making me watch you model something in blender for the first 15 minutes of this video. Straight to the point, great.

joshf
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21:33 "and the good thing about this is, ummnn... Anyways..." lol That made me laugh!

Manim
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I'm not a Blender user but as a C4D user I can still appreciate this video good stuff 👊🏾

JonathanWinbush
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Man, this tutorial was spot on, very well done. What version of blender are you using? I have been using blender and unreal for about a month but have mainly been focusing on blender due to not having a great setup for hardware. Point being, I really appreciate watching other people’s workflow and this was perfect. Thank you! Got yourself a sub here, keep it up. 🤙🏼

herretixx