Export Rig And Blend Shapes To Unreal Engine The Right Way

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  • เผยแพร่เมื่อ 2 ม.ค. 2025

ความคิดเห็น • 29

  • @coelhogeek1520
    @coelhogeek1520 11 หลายเดือนก่อน +3

    It might seem like a simple quest ... a easy step of the workflow, but I've been trying to solve this itsy bitsy thing for MONTHS. I made a character in blender with face rig based on shape keys and wanted to use this character in unreal for a game. That's when the nightmares started. I was going nuts cuz I knew the shape keys were stored inside the mesh so that's what I needed to export but having to reload the entire character mesh for every single animation just to use the shape key animation in that mesh, definetly didn't seemed like the right way to do it. I tryed everything. Then I get here and find out u just need to uncheck the 'import mesh' when importing to Unreal .... And I couldn't be more happy to find that it's as simple as that. This is a BLESSING. Thank you and keep up the good work

  • @ashtynjones9914
    @ashtynjones9914 4 ปีที่แล้ว +1

    I know this is 2 years old but this video was a godsend, thank you!

  • @dougjohnson1517
    @dougjohnson1517 2 ปีที่แล้ว +1

    Thanks for sharing your workflow. There are SO DAMN MANY blind alleys to avoid in the Maya to Unreal translation. It's like threading 10 needles at once to make it work.

  • @natedogg890
    @natedogg890 10 วันที่ผ่านมา

    Please set OBS to Mono audio capture, for the love of God

  • @camiloparra6435
    @camiloparra6435 3 ปีที่แล้ว

    Thank u so much!!!!!

  • @WaddleQwacker
    @WaddleQwacker 5 ปีที่แล้ว +1

    When there are a lot of blend shapes or models with blend shapes, is there a way to bake all those in a faster way ?

  • @Mihawklol
    @Mihawklol 4 ปีที่แล้ว

    Your tutorials helped me a lot, thank you very much

  • @BerrySquare
    @BerrySquare 6 ปีที่แล้ว +1

    Hmm i'm prob doing it wrong but i got the blend shapes to work but there seems to be a static mesh under it so it looks like there are two in one.

  • @funwithayoyo
    @funwithayoyo 3 ปีที่แล้ว

    Is there any consideration needed with deformer input order, with blendshape before skincluster?

  • @JokeZ1337
    @JokeZ1337 6 ปีที่แล้ว +3

    Haha, i only wanted to know the part at 8:30 xD Thanks for the whole video ofc tho!

  • @sil7en354
    @sil7en354 5 ปีที่แล้ว +1

    Your tutorials have been of great help man, however, I recently ran into an issue that practically messes up my blendshapes and their order. In my specific case, I made blendshapes for different mouth and eye positions. While my eyes work and are exported as intended when I make the character blink, the mouth moves oddly, the blendshape designated for "M" is using the one designated for "A" even though it works perfectly before exporting. Any idea what could be causing this?

  • @DoraKage
    @DoraKage 5 ปีที่แล้ว +3

    sigh... I still can't get a straight answer anywhere... I'm guessing that when we export a "rigged" character from maya into unreal - it means in principle - baking down all the animations beforehand into a pre-made single skeleton chain? but it isnt actually importing a complex rig (i.e. containing scripted controllers, and nodes run by expressions and such) into Unreal?

    • @loverschoice885
      @loverschoice885 4 ปีที่แล้ว

      that is true, all those constraints and controllers are removed. and what you import in ue4 is just the skeleton, and on each bone/joint the animation data wich you baked down to that particular joint/bone.
      All the scripting nodes, constraints, iks and controllers are removed.

  • @loverschoice885
    @loverschoice885 5 ปีที่แล้ว +3

    sorry i cant hear you at all, :/

  • @GameDevAraz
    @GameDevAraz 4 ปีที่แล้ว +6

    10 Minutes Of You Talking With A Lazy Accent About Something I Cannot Seem To Hear, Great Tutorial

    • @genkidama7385
      @genkidama7385 4 ปีที่แล้ว +1

      even the title is wrong it says export rig, while the only thing he does is import the skeletal mesh, a subject a million persons already covered in the past 20 years on unreal engine, and this is probably the most lazy voice over i have never been forced to listen on youtube, why would you even talk at this stage just let people guess whats hapening on screen it would be better for everyone's ears.

    • @GameDevAraz
      @GameDevAraz 4 ปีที่แล้ว

      @@genkidama7385 Dayum Dude xD

  • @SenEmChannel
    @SenEmChannel 3 ปีที่แล้ว +1

    Whoa. Every guy tutorials have monotone voice

  • @HobzyMcRuse
    @HobzyMcRuse 4 หลายเดือนก่อน

    :)

  • @felipegonzalez267
    @felipegonzalez267 4 ปีที่แล้ว

    very good iuck to anyone who try to understand

  • @eamondriscoll3844
    @eamondriscoll3844 4 ปีที่แล้ว

    Blender not MAYA. Better description needed.

  • @frankgravatt4933
    @frankgravatt4933 3 ปีที่แล้ว

    Talk faster ;)

  • @felipegonzalez267
    @felipegonzalez267 4 ปีที่แล้ว +3

    you speak too fast, move to fast, explain very bad

    • @malstroemphi1096
      @malstroemphi1096 3 ปีที่แล้ว

      Criticism may come effortless art is always harder. How about you provide a better tutorial or at least write a feedback in a not so discourteous manner.

  • @felipegonzalez267
    @felipegonzalez267 4 ปีที่แล้ว

    terrible acent

    • @malstroemphi1096
      @malstroemphi1096 3 ปีที่แล้ว +1

      Well your English sucks.
      Do you think that kind of statment is going to help you get better though :)

    • @felipegonzalez267
      @felipegonzalez267 3 ปีที่แล้ว

      you ascent sucks

    • @malstroemphi1096
      @malstroemphi1096 3 ปีที่แล้ว +1

      @@felipegonzalez267 I see you have a good sens of humour though ^^