[Blender to UE] Custom Characters #3 - Animation Baking for Games

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In this video, we'll bake the animations (idle, walk, run, jump, crouch) from the control rig to the game rig. This is part of the "two-rig" workflow that I have been recommending in these videos. If you only use one rig (be sure it is game-ready), then you can skip the baking process.

General info:
In this 5 part series, we're going to take a character model, rig and animate it and export it to Unreal Engine. In UE4 we are going to set this character as a playable 3rd person character with all the necessary blueprints.

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You have no idea how much I searched the internet for this, I kept using the stupid clear constraints checkbox because people said so online and that destroyed all my other animations.
Thank you so much for explaining the reasons for everything you click...

Gatitasecsii
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I know I was late for about 3 years but this tutorial still saves my life. Bless you

bayuahmadfirdaus
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Great video, but one minor note. Animation loops (for Unreal at least) should be exported with the duplicate frame included.

Each frame isn't just a frame, it's the time between the frames. By removing the last frame, it's not just the duplicate pose which is lost, it's the information of how it interpolates to that pose.

Animations can be exported without the duplicate frame, but to get it to loop seamlessly in Unreal you need to open the animation sequence, and go Asset>Add Looping Interpolation. It's a really small difference though, and is not gonna make or break an animation.

matthewwood
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you're the gift that keeps on giving

MrFarkasOfficial
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Thanks heaps, no way I would've figured this out without your help, cheers from Australia

SureJungle
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Personally, I tried using some other methods of baking animation such as using the checkmark enabled and staring them. However, after I baked them, it went horribly wrong because it resulted in squashed hands and incorrect mouth stretching in my animations. I tried using your method and it finally worked in my favor. Great effort, Todor.

talonstride
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I opened, liked, paused and I will watch later for sure xD!

ricardoalcantara
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thank you so much man
making animations for game mod anf its not like making vehicle animations come with instructions sometime they are just 80 degrees off and the contraints are annoying to do a workaround tax again

thefluffles
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Thx for this series
I'm trying to move an MB-Labs char into UE with some anims and poses.
This will help.

christuusgnosis
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Hello, I want to make custom animations for unreal mannequin, but I can't bake animations into the root skeleton of the mannequin I call from GRT. There is no movement in the resulting animations. I'm sure I'm missing something, but I couldn't find any tutorials with unreal mannequin.

aliberensanl
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Thank you for the very detail video :)

TorQueMoD
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Hello, i have got the problem that after i cleared the constraints (In the video at 6:07) and try to let my game rig perform the actions nothing happens. Just my hip bone ist moving like in the animations. If anyone could tell me what i have maybe done wrong i would be very thankfull. ^^

mrturnschuh
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Hello guys! So I’m baking down animations from a control rig to a deformation rig. When I turn off the constraints on the DEF rig to preview the animation on its own I notice the DEF rig shifts a little bit. My animations will be affected in game. How do I bake down animation where it’s one to one with the control rig?

DevGods
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For baking animations from the control rig to the game rig, if I have correction bones on the control rig (for like elbow bending or something) but not on the game rig, would the corrections still move over or should I have correction bones in the game rig too?

ThePCxbox
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great video! can you take care of me? i have a problem exporting the 3d in usdz, but it does not export the movements of the animated object.

AdianRodriguez
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Good day. Tell me how to rigify the shark to set movement along the path (curve) up and down. and so that the rig (back) on the bends smoothly bends along the curve (would not be on the bends like a stick)

Ksyusha
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I cant ALT+Click the Contraints!. It only deactivates for the First bone I click even when all bones are selected... Please help . Emulator button 3 is not enabled

imaesthetic
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Comment in support, I hope this method works just as well in 2023!

tiraniks
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You already had rig for game attached to rigify IK rig, how make it?

bingo
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Question: what happens if the FBX is exported without disabling the constraints? Since I would assume the constraints don't affect the rig in the game engine, shouldn't the animations play just fine?

kevinmackey