Import Rigs & Animations (BLENDER to UNREAL)

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  • เผยแพร่เมื่อ 19 เม.ย. 2023
  • Here's how I import rigs and animations from Blender to Unreal in 3 minutes!!
    If you enjoyed this video, please consider becoming a Member :)
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ความคิดเห็น • 153

  • @TheRoyalSkies
    @TheRoyalSkies  ปีที่แล้ว +47

    Quick note, this is if you want to use your own rig for your own animations - If you want to be able to use the animations that come with Unreal Engine 5 by default, then you'll need to make sure your rig is compatible with Unreal 5's Skeleton, rename the root in Blender from "Armature" to "root", and do some major retargeting -
    Also, If anyone knows where the download link for "SendToUnreal" for Blender 3.5 to Unreal 5, please feel free to let me know in the comments, so I can pin it up here for people to find :)

    • @HeroGetsu
      @HeroGetsu ปีที่แล้ว +3

      Oh man I have the version for blender 3.2 right now

    • @Marcel2278
      @Marcel2278 ปีที่แล้ว +2

      I might be incorrect but I believe like 2 or so years ago they discontinued the blender to unreal add-on because they started implementing base features in UE4 that make the add-on obsolete but I'm not sure if those options are in UE5 and I don't know how to use them. In theory you should be able to just import from blender to unreal if you have the right settings on in both programs without messing with any scale or other features (just like make sure you check armature and set the up axis the right way or something). If it's not doing that then maybe the version of unreal is not yet compatible with the version of blender or something...
      Again I could be wrong but I believe that it should be the case because UE said they would add more direct blender support when they joined blenders partner program and donated a bunch of money to the foundation

    • @KayosWONER
      @KayosWONER ปีที่แล้ว +3

      @@Marcel2278 no send to unreal is very much alive they're currently fixing bugs we've encountered in our development

    • @sunny99179
      @sunny99179 ปีที่แล้ว +1

      @@Marcel2278 there is an better option,maya to unreal, i think you already found that.. so 3dsmax and maya send easily with material to unreal,after many times and months testing i noticed blender isnt the best option to send to unreal... and maya has livelink,something you can also make an tutorial here,i liked that but i did not tested yet..

    • @endertgyjvcvcdfg
      @endertgyjvcvcdfg 5 หลายเดือนก่อน

      I keep getting an error that tells me that the rig has to many root bones.

  • @StevenDiLeo
    @StevenDiLeo ปีที่แล้ว +168

    to re-scale a rig without messing up animations/rig, just make an empty, and parent your rig to the empty, and scale the empty up. Keeps my rig/animations in tact!

    • @sunny99179
      @sunny99179 ปีที่แล้ว +5

      Thank you for this big advice

    • @DarkerCry
      @DarkerCry ปีที่แล้ว +4

      My hero

    • @IzzaAuliyaiRabby
      @IzzaAuliyaiRabby 9 หลายเดือนก่อน +1

      Amazing dude, love u

    • @StevenDiLeo
      @StevenDiLeo 9 หลายเดือนก่อน

      Love you back ;) ❤@@IzzaAuliyaiRabby

    • @StevenDiLeo
      @StevenDiLeo 9 หลายเดือนก่อน

      Glad it helped!@@sunny99179

  • @paigepolaris1799
    @paigepolaris1799 3 หลายเดือนก่อน +7

    Y'know, I'm not a big follower of your channel or anything, I just happen to come across your vids mixed in with everyone else's when I'm searching for a solution to problem in my Blender / gamedev journey. At first it wasn't a big deal, sometimes the solution came from you, sometimes from anyone else (though the 'in 60 seconds' vids were always a treat), that's just how it is with the internet.
    But can I just say HOW GLAD I AM NOW TO HEAR YOUR VOICE AT THE START OF A VIDEO WHEN SIFTING THROUGH SEARCH RESULTS. You're a god damn hero.

    • @TheRoyalSkies
      @TheRoyalSkies  หลายเดือนก่อน +1

      Well, thank you for taking the time to respond and MEGA thanks for the super chat man. I'm so glad to hear you got what you needed from the information. You take care man and have an absolutely fantastic day bro-!!

  • @mavencore3557
    @mavencore3557 ปีที่แล้ว +47

    You must have the rig 1:1 in unreal or you will break many things, physics, root motion, retargeting, etc. Make sure the rig is scaled correctly before exporting.

    • @sunny99179
      @sunny99179 ปีที่แล้ว +1

      What is the best scale on blender and to export to unreal?

    • @mavencore3557
      @mavencore3557 ปีที่แล้ว +8

      @@sunny99179 You need to export it as scale of 1 in blender but you need to use .01 meters as measurement in blender instead of default units. Then scale the rig correctly in blender and apply the scale. Then Export it.
      In unreal engine you can check the scale of the skeleton and should be 1. If scaled isn't 1 then you will have retargeting issues and root motion problems.

  • @QueenDoot
    @QueenDoot ปีที่แล้ว +16

    I learned so many of these things over trial and error and much blood and tears. Imma say thank you for all the people who don’t have to go through this now. I will say that even with a pretty robust pipeline now I still run into issues so I’m looking at control rig pretty heavy. I hope you can dive into it cause I’ve tried to follow some tutorials and they are hard to follow and nothing gets explained I feel like. Also they keep saying to use the mannequin but I have custom quadruped characters so knowing mannequin tricks is not helpful to me lol

  • @Zillious-
    @Zillious- ปีที่แล้ว +1

    For the first time, someone properly explained why my animations were always super smol compered to my main piece, thanks!

  • @aiquiti
    @aiquiti ปีที่แล้ว +2

    When exporting animations, if you export just the Skeleton it'll just try to import the animation data, so you don't have to disable the import option for mesh. Just make sure it's pointed towards the correct Skeleton in Unreal if it doesn't select it automatically.

  • @bodick_
    @bodick_ ปีที่แล้ว

    i'm excited to try all of these! 🥳

  • @TotallyLegitimateBeeDoctor
    @TotallyLegitimateBeeDoctor 3 หลายเดือนก่อน +2

    finally, an actual tutorial for what i was asking for and not some guy telling me to cheap out and use mixamo

  • @pelakalion
    @pelakalion ปีที่แล้ว +2

    Thank you so much ^^. This makes me crazy every time i try

  • @diegohiroshiysusvideos2909
    @diegohiroshiysusvideos2909 9 หลายเดือนก่อน +1

    *I love you. I was able to successfully export my metarig animation to the Stride Engine. I feel happy.*

  • @captainofnumenor8221
    @captainofnumenor8221 ปีที่แล้ว +2

    Yet another great vid! Ty so much Royal

  • @sunny99179
    @sunny99179 ปีที่แล้ว +1

    Thank you,im learning a lot with your tutorials

  • @arkraga5155
    @arkraga5155 ปีที่แล้ว +2

    Thnakyou very much for this quick tutorial! you and the content you produce are very much appreciated!!

  • @Mcl_Blue
    @Mcl_Blue ปีที่แล้ว +4

    It's good practice to set Simplify, under Bake Animations, to a lower number than 1. I use 0.1. Reducing this number will increase the filesize of the animations, but it'll also preserve the animations you made. Having it set to 1 will create slight discrepancies between the raw and exported animations, and the more precise and specific you need a certain movement to be, the more egregious this discrepancy will be.

  • @AmorVim
    @AmorVim ปีที่แล้ว +3

    I'd recommend re-rigging (or adjusting scale on import, re-rigging is still better), using the wrong scale can have other unforeseen issues, physics most notably

  • @user-yl3xj8pc8m
    @user-yl3xj8pc8m 7 หลายเดือนก่อน

    My guy! You are a life saver. God bless these consise tutorials

  • @ede156
    @ede156 2 หลายเดือนก่อน

    Wow, this is the most useful video for me!!!!! Simple and nice, THANK YOU!

  • @Zallusions
    @Zallusions 9 หลายเดือนก่อน

    DUDE just saved me big lol THANK YOU!!

  • @victordayet
    @victordayet 4 หลายเดือนก่อน

    Great tutorial, thanks a lot!🔥

  • @A.J.Interactive
    @A.J.Interactive ปีที่แล้ว +1

    It would be awesome if you could go over motion matching, heard its really good!

  • @crummymudd8625
    @crummymudd8625 9 หลายเดือนก่อน +3

    1:33 -- "go to your animation" -- how, or any clarificaiton? Is it in Action Editor, Dope Sheet, Timeline, other? How to select 2nd animation to export it next? And for these, is it same to select all the meshes and the rig? I've tried a couple times, but I am missing some very small detail

    • @crummymudd8625
      @crummymudd8625 9 หลายเดือนก่อน

      Works if I use a Third-person template, but not a Blank template

  •  ปีที่แล้ว +3

    I think it's simpler to export a single FBX with everything but then when importing in Unreal, uncheck the animations, then reimport the FBX in a subdir dedicated to animations and this time only import animations. This way the export process is simpler and when you add animations in blender, you can just reimport the fbx in the subdir and get the new animations (unreal doesn't see new animations from the fbx if you reimport it in the same directory as the skeletal mesh).
    Also, but be aware unreal forward axis is +X, your mesh is exported with +Y as its forward. I didn't found a clean solution for this yet.

  • @1Uik1
    @1Uik1 ปีที่แล้ว

    thanks, i watched the Video to export my animated Door, and the hint with uncheck NA Strips and All Actions work well! now i have one door with one animation and not 265 Doors :D

  • @timogame-go1dk
    @timogame-go1dk ปีที่แล้ว +1

    yep yep, I'll be waiting for blueprint tutorials 🤗

  • @QueenDoot
    @QueenDoot ปีที่แล้ว

    Sometimes using Root Motion animations you’ll get tiny bones. The solution is to scale just the bones. It doesn’t always go smoothly but typically you can select just the armature in object mode, scale by 100, apply scale. Then re-scale it down by 100 and do not apply that scale.

  • @doubletrouble7997
    @doubletrouble7997 ปีที่แล้ว +1

    You can set the project scale super high so exports come out at the right size. I have to do this when I'm exporting stuff to print.

  • @Dhieen
    @Dhieen 10 หลายเดือนก่อน +2

    Please do a tutorial on how to import correctly the ue5 mannequin inside blender, create a custom animation, like an attack or idle or dodge, and export the animation in unreal that dont need retargeting and can be used right away
    It will be so cool to have this kind of tutorial from you and im sure it will have a ton of views

  • @novak-flo9232
    @novak-flo9232 ปีที่แล้ว

    I find maybe the solution of my small scale animation problem ! thanks a lot, i try that soon

    • @novak-flo9232
      @novak-flo9232 ปีที่แล้ว

      Edit : it works perfectly, thanks !!!!

  • @xd1845
    @xd1845 ปีที่แล้ว +2

    thanks!

  • @HeroGetsu
    @HeroGetsu ปีที่แล้ว +1

    Hey I know you don’t normally cover paid add ons but have you ever tried the uefy script with rigify just so you can use the animations from like the market place or something?

  • @enigma_dev
    @enigma_dev ปีที่แล้ว +12

    Tip: Some Assets have "uniform import scales" multipliers -- to scale up the mesh/animation for you.
    But this might help if you need to do the "scale up" work around because you already have a rig.
    You can actually apply a scale at import time. I believe it is "uniform import scale".
    You can edit import uniform scale to 100 after you have imported -- and then reimport to get the scale applied.
    ---
    I haven't actually used it in my workflows, so not sure how well it works holistically. But it does appear to make the animations larger by default.
    (I normally change units before hand in blender, like covered here)
    ---
    You can apply it to each of your animations at once with
    "select your multiple animations -> rightclick one -> asset actions -> bulk edit via property matrix" and then change the uniform import scale.
    Or you can open them up individually and change it in the asset details.
    Once you have changed your import properties, right click on the assets in the content browser and "reimport".
    There's also other import transformations like translation/rotation you can use to tweak how your assets import. If you need to rotate or translate the way it imports to match unreal's forward vector etc.

  • @CherylynnLima
    @CherylynnLima 3 วันที่ผ่านมา

    i was gonna cry til i found this, thank you good sir, i sent a $thanks!

  • @BrOverShield
    @BrOverShield ปีที่แล้ว +2

    Wish I had this scaling problem info back in 2014. than Thank you!

  • @CherylynnLima
    @CherylynnLima 3 วันที่ผ่านมา

    Thanks!

  • @belekass
    @belekass 8 หลายเดือนก่อน

    Thank you, at last I found right tutorial

  • @_decktor
    @_decktor ปีที่แล้ว

    a big thank you!!!!!!!!

  • @mo-dev
    @mo-dev 8 หลายเดือนก่อน

    Another tip for those who don’t want to calculate the cm to meters, open a third person project, export the character mesh and then keep it around to later import into your blender projects to measure scale!

  • @sulivarace7138
    @sulivarace7138 ปีที่แล้ว

    Good morning,
    I'm looking to do the same thing but this tutorial doesn't seem complete or geared towards the experienced user, do you know where I could find one with a longer duration and more explanation, like getting past the faulted to merge bone error?
    Thank you.

  • @jimaki_37
    @jimaki_37 11 หลายเดือนก่อน +1

    Hey! When I export my rig to unreal. I get some double bones, which are the mesh that I paremted to the bone. How do I fix it?

  • @darrennew8211
    @darrennew8211 ปีที่แล้ว

    Video VihRvil3138 on youtube (Maker Tales, set blender up in mm) shows how to change everything so your modeling size and exports are millimeters (for 3d printing). I suspect the same thing would work to set it up in cm, letting you model as usual without having to scale things up before or after the fact.

  • @chlbrn
    @chlbrn ปีที่แล้ว +2

    The next step is to set up the character with some shape keys and drivers to correct the body morph, and that will be a big obstacle and causes big trouble for me sadly...

    • @QueenDoot
      @QueenDoot ปีที่แล้ว

      Are you trying to add them after the mesh is rigged and imported? What is the obstacle specifically?

    • @chlbrn
      @chlbrn ปีที่แล้ว +2

      @@QueenDoot Imagine you have a character with a shirt and short pants, if you don't use double joint then the elbow and knee will not look correct when they bend, so you make some shape keys to morph them to a correct state and add drivers to control shape keys in order to automate the process. That is what you want to achieve inside Unreal but IMO there is not simple solution or one click solution to do that directly, you need to set up a whole bunch of blueprints which is the gap I just can't get over for now.

    • @mrxcs
      @mrxcs 7 หลายเดือนก่อน

      ​@@chlbrnI'm new to this but it seems that character rig and animation is a nightmare, if you use metahuman you can't customize without Maya and a 100 US$ fan made addon, and still if customize too much it won't work, if do it all by yourself you got all sorts of problems.

  • @mugenanimations2343
    @mugenanimations2343 หลายเดือนก่อน

    Do you have a tutorial on how to get your textures to show in unreal from blender??

  • @anonandaft365
    @anonandaft365 8 หลายเดือนก่อน

    How do you get your animation to have color? I can't seem to get mine to work.

  • @alonort0070
    @alonort0070 ปีที่แล้ว

    Hi! I love u! THANKS!

  • @njgamer69
    @njgamer69 ปีที่แล้ว

    thank you

  • @Hannantonova
    @Hannantonova 4 หลายเดือนก่อน

    Wow!

  • @loneleeworldsgaming2997
    @loneleeworldsgaming2997 5 หลายเดือนก่อน

    so how do you do the rescaling in unreal if the character is too small?

  • @TheFunDimension
    @TheFunDimension ปีที่แล้ว +2

    I did not understand the scale thing. Why is it in the first place? Scale up by 100 then rig it after changing the unit to 0.1. I can’t wrap my head around this, there are some details missing and I am retandered.

  • @Ali-sh3tg
    @Ali-sh3tg 4 หลายเดือนก่อน

    Thanks for your videos can you make a video doing reverse? Unreal animation to blender?

  • @hotsauce7124
    @hotsauce7124 5 หลายเดือนก่อน

    How do you get the animated Blender Shape corrections for the body into UE5?

  • @SGR403
    @SGR403 10 หลายเดือนก่อน

    I didn't scale correctly and the animation comes up small, but how do I scale it correctly to the character blueprint and do the same with the other animations? Anyone know?

  • @GerardMenvussa
    @GerardMenvussa ปีที่แล้ว +1

    Can you not set Blender to centimetres? I see there is an option to use cm for length but I don't know if that helps.

    • @bulleteyegames
      @bulleteyegames ปีที่แล้ว

      you can, AND that helps (it's what I always do). No need for "x0.01" or "x100" scalings if you do that.

  • @gabrielzim212
    @gabrielzim212 3 หลายเดือนก่อน

    When I export the FBX File (without joining all the meshes) to UE5, it comes all separatedly (head, body, legs...). UE5 doesn't import as one unic mesh. I tried to parenting the objects, but it didn't work.
    When I join it, as I did the animations with drivers (shape keys) in blender, I have to configure all again. After I did it and the animations were okay... when I import it in UE5, the feet ane hands didn't move, only bod, which was the last object selected when I joined all the meshes...
    What do I do?

  • @LazyDev27
    @LazyDev27 4 หลายเดือนก่อน +1

    Anyone else get that "Multiple root bones" error? I just selected all the bones and parented to the first bone seems to of fixed it. Also, since I had lots of IK bones I had to select "no deform" on each one in bone settings. Then, on export select "Only deform bones" under armature. That fixed it. Also for some reason it imported really tiny unlike the base mesh so I had to scale it up. Is working now.

  • @AI_CG
    @AI_CG 10 หลายเดือนก่อน

    how to import a character from Blender to UE4, if the FBX has multiple clothing and shoes? How to keep them separate in UE4?? when I import, it just combines them as one "SkeletalMeshActor". How to solve this issue??

  • @d00zyGG
    @d00zyGG 8 หลายเดือนก่อน

    0:25 cried laughing lol

  • @djgrizzly9353
    @djgrizzly9353 10 หลายเดือนก่อน

    I'm tried putting a pair of arms for my character in UE5 but they imported as different skeletons. Anyone have any pointers?

  • @Dhieen
    @Dhieen 10 หลายเดือนก่อน

    You can use nla strips to import multiple animations with one fbx file, why not doing that?

  • @jhonysteak5512
    @jhonysteak5512 11 หลายเดือนก่อน +1

    I'm looking to do the same thing, if you have a complete tutorial to do that I'm interested, I can rig the character in several ways, auto rig pro, by hand with the metariges or the old fashioned way with weight painting, but I don't know which method and the best, I'm really struggling to find conclusive info on this subject.
    If you have any links, I'm all ears.

    • @mrxcs
      @mrxcs 7 หลายเดือนก่อน

      Did you find any answer?

  • @Lyco0n
    @Lyco0n ปีที่แล้ว

    Why do you export animation two times, I assume they are on the same object?

  • @NicKasper
    @NicKasper ปีที่แล้ว +2

    Will you do a Maya to Unreal tutorial?

  • @recoverhealth2062
    @recoverhealth2062 ปีที่แล้ว

    My animations vibrate (jerky movement) when added to the main player start (replacing the UE5quinn).. But they don't jerk when viewed in the UE5 timeline and viewer, only when I press play, all anims are loops.
    Anyone has an idea why this happens?.

  • @sudanemamimikiki1527
    @sudanemamimikiki1527 3 หลายเดือนก่อน

    so what if i wanted to import my character mesh in pieces.. for some reason unreal always gives me the "failed to merge bones" complaint everytime i try that

  • @sunny99179
    @sunny99179 6 หลายเดือนก่อน

    Could you make rigify work on unreal? I mean the controllers on mine doesnt work on unreal, only the main bones

  • @andristefanus
    @andristefanus 8 หลายเดือนก่อน

    please help me, when i choose animation asset, it's really tiny

  • @eborge9711
    @eborge9711 ปีที่แล้ว +2

    You got something wrong! You do not have to scale that way. You can scale on export in blender settings

  • @weaze5583
    @weaze5583 ปีที่แล้ว

    The Eyes of my Character are parented directly to the Bones too and when i import to unreal the Eyes are missing. What to do

  • @HarrisonKillianAnimation
    @HarrisonKillianAnimation ปีที่แล้ว

    Wow thank you so much of the tutorial, this was exactly what I was looking for! I greatly appreciate your expertise
    I have a few characters with complex rigs that work in conjunction with wrinkle maps.
    I’m looking to transfer them to Unreal Engine for use with motion capture.
    I need the wrinkle maps and their corresponding mask image maps, as well as topology, nodes, drivers, shape keys and UV layout to stay the same. Is there a way to transfer all of these components in Blender to Unreal Engine and have the same character and rig in Unreal?
    For instance when I open the character in Unreal Engine, will all of those components have transferred or will I need to redo them?
    Forgive my lack of knowledge in Unreal Engine, I’m not familiar with it.

  • @Choosemistake
    @Choosemistake 11 หลายเดือนก่อน

    How to import character from unreal engine to blender
    With perfect texture?
    Please make one video on this concept?????

  • @cs1045
    @cs1045 8 หลายเดือนก่อน

    How do you do it in reverse?

  • @dperisty1
    @dperisty1 ปีที่แล้ว

    Rookie Question: How come I don't see an "Animation" Section in my characters Details Window? I can't assign an animation...

  • @Annatar3019
    @Annatar3019 8 หลายเดือนก่อน

    When I import the animation to unreal my character looks like its been run over by a car. It looks fine in blender and it the same file. No idea how to fix this.

  • @yogames5949
    @yogames5949 ปีที่แล้ว +4

    I use ue4/5 to fix the scaling problem just export the unreal engine Manny character to blender and import him to ur blender file and scale ur character to the same size as manny. Hope this help

  • @Alex_Balex128
    @Alex_Balex128 3 วันที่ผ่านมา

    it says: Multiple roots are found in the bone hierarchy we only support single root bone blender
    how to fix that?

  • @Ryuuoujin
    @Ryuuoujin 3 หลายเดือนก่อน

    Are having the problem where the limbs, head, body and hair are imported as their own separate skeletal meshes, no idea why, anyone have have any idea why this happens?

  • @milantiquestudios7460
    @milantiquestudios7460 4 หลายเดือนก่อน

    I animated an enemy to be squished down when he is killed. The head, limbs and eyes are on separate object meshes. In blender the animation comes out exactly how it should. But in unreal not everything got squished. Everything that is parented to the boned that is squished did not squish. Or scale down doesn't transfer through the rig. Why?

  • @knuckles7410
    @knuckles7410 3 หลายเดือนก่อน +1

    Why not just use "Scale to deltas" for those who rigged and animated already?

  • @supadek
    @supadek ปีที่แล้ว +1

  • @shivangipriya4153
    @shivangipriya4153 5 หลายเดือนก่อน

    There is texture on character ???

  • @mementomori9391
    @mementomori9391 11 หลายเดือนก่อน

    Si tienes varias animaciones de mixamo haz "push down" en el action editor y despues en el NLA vete seleccionando las animaciones, asi usaras el mismo esqueleto para las diferentes animaciones porque no te va afuncionar exportar el otro esqueleto porque unreal se pone tonto.

  • @KillAllCommies2
    @KillAllCommies2 6 หลายเดือนก่อน

    Failed to import
    Can't detect import type. No mesh is found or animation track.

  • @pluto814
    @pluto814 8 หลายเดือนก่อน

    Can you share a tutorial From Unreal to Blender?

  • @RealPelekito
    @RealPelekito 9 หลายเดือนก่อน

    How to export textures correctly?

  • @dan.bogdanow1517
    @dan.bogdanow1517 3 หลายเดือนก่อน

    Why when I imported the LowPoly Model into Unreal from Blender with SkeletalMesh, this model made smooth, but when this model was imported only once without SkeletalMesh, all was right. Who knows, how it can be fixed?

  • @otnihelestradadiz6295
    @otnihelestradadiz6295 6 หลายเดือนก่อน

    How about animated objects without skeleton from sketchfab into u. E

  • @user-cy9jf6lx3n
    @user-cy9jf6lx3n 7 หลายเดือนก่อน

    Welp this doesn't help i want to animate it in unreal engine not make my animation in blender and import it to unreal engine but i cant see my rigg at all. Dunno if you can give me an answer in 2 days till my deadline

  • @infumiinations1311
    @infumiinations1311 2 หลายเดือนก่อน

    How to add textures after import

  • @jaysureja1088
    @jaysureja1088 ปีที่แล้ว

    How can we export the shape key to UE5 of object which is rigged by RIGIFY ?

    • @aiquiti
      @aiquiti ปีที่แล้ว

      you just need to make sure that you disable "Apply Modifiers" at export as applying modifiers destroys shape keys, then on import, ensure to enable Morph Targets. you'll also need to make sure that the material supports Morph Targets as well.

    • @jaysureja1088
      @jaysureja1088 ปีที่แล้ว +1

      @@aiquiti thank you so much for your help
      IT WORKS VERY WELL 🔥🔥🔥❤️

  • @artistatic
    @artistatic หลายเดือนก่อน +1

    GUYS HELP MY WHOLE MESH KEEPS GETTING WARPED AND MESSED UP AND THE SHADE SMOOTH BLENDER SETTING WONT WORK

    • @artistatic
      @artistatic หลายเดือนก่อน +1

      when i import it

  • @azen1627
    @azen1627 ปีที่แล้ว +1

    Why do you have multiple animations under one animation?

    • @TheRoyalSkies
      @TheRoyalSkies  ปีที่แล้ว

      I just used some animations from my previous game in Unity, and in Unity I usually export all the animations as a single timeline and split them up in the engine later - But, normally you would have each animation separate :)

    • @azen1627
      @azen1627 ปีที่แล้ว

      ​@@TheRoyalSkies Everything is clear now. Thanks!

  • @pragtiwadhwa8980
    @pragtiwadhwa8980 2 หลายเดือนก่อน

    while importing in unreal - in the import options set it to 100

  • @lucutes2936
    @lucutes2936 4 หลายเดือนก่อน

    2500th like

  • @sidar87
    @sidar87 2 หลายเดือนก่อน

    For your own sanity if you're in UE5 just export to GLTF. Set your unit scale to centimeters ( in project scene settings, not export ) and you'll have a 1:1 conversion. Don't use FBX exporter.

  • @LazyDev27
    @LazyDev27 4 หลายเดือนก่อน

    With hard surface objects that appear on the outside of your character I usually just L + select them in edit mode and go to vertex groups, select the bone I want and click "assign". Better than weight painting the extra objects I find.

  • @pasionporblender
    @pasionporblender 4 หลายเดือนก่อน

    good video but to speed for that amount of data

  • @artistatic
    @artistatic หลายเดือนก่อน

    Its also saying that all of my bones are missing. PLS HELP

  • @diantarts5442
    @diantarts5442 ปีที่แล้ว +1

    algo

  • @SomeBalkanCroat
    @SomeBalkanCroat 3 หลายเดือนก่อน

    0:05 Slickback💀

  • @IzABub
    @IzABub 2 หลายเดือนก่อน

    Why are my bones not bones anymore