I have been banging my head for hours trying to export a rigged character from blender to unreal. This is the only video that explains the process and teaches you to avoid all the common pitfalls.
I spent 10 hours trying to get a simple chest to open up with an animation in unreal. This is the only video that gave beginning to end correct information. Thanks
You just saved me hours upon hours of headaches looking for this fix. Granted, I don't doubt I'll run into more problems in the future due to being a novice at both Blender & UE5, but I was genuinely losing my mind w/ this issue. Thank you so much!
5:08 But you did make that bone at 1:20 ?? 14:30 what you mean by can't turn it? rotate it or roll it? in edit mode you can roll it with CTRL+R. While in pose mode just press R and the axis(X,Y,Z) you want it roll on two times. It will put rotation in local mode so you can roll the bone in place. As I've seen bones work like that everywhere, parents affect child bones, I can't seem to get your point.
Thank you!! I've moved to Blender from Max and, although I like the interface, responsiveness and all, it does lack on some basic things like proper FBX handling. Your video not only fixed the root x100 issue I was having, but it did it in the best way! Showing one issue at a time then how to fix each one. That's how we learn naturally, when we face the issues ourselves and I believe that's how I won't forget it so soon. It also prepared me for the next time I start an Unreal scene in Blender. I'll know to set those units from the get go. Again, thanks a lot!
Super helpful tutorial, thank you Daniel. Such annoying work arounds to get Blender rigging to work in standard game engines (Unreal/Unity). Would be a dream if the Blender devs update the skeletal system some day to match industry standards. Or so your rig doesn't have to look like a crazy person made it with the leaf bones sticking out in every direction just to work when exported.
You gotta scour the internet just to piece together some common sense to get this basic stuff working. Every person has different settings and a different way that works for them. Its so ridiculous.
I still cant figure out why my character is floating ok import like super far away from the bones, bit still connected. It stillrotates them around the bone but it strexhes them super far
i'm still struggling with getting my mesh to not be gigantic in unreal engine 5.5 when i attach it to a socket. it's fine normally, but it becomes huge when i try attaching it to a socket in the character's hand
Do all of these problems also exist with Maya exporting to Unreal? I've only used Blender but I'm curious how other tools handle all these little annoying issues we keep running into.
I was having issues with my control rig where on FK compilation the scale went all wack, ended up finding the scale issue by chance, which led me here, and this fixed it.
Hie, I'm not sure if it's covered here but I'm noticing that in my FBX animations that the thigh bones and calf bones are scaling and that cause like bobble movement on the foot in Unreal. Is this an export issue? Because I followed everything right with baked animations, no leaf bones and just deform bones.
Just a heads up! having your bone orientations in Blender not aligned with that of Unreal won't become a problem when creating control/ik rigs, since you can set each ik controller's primary and secondary axis.
Thanks for the tutorial! I have a question, I've tried retargeting my Blender character and the animation seems fine even though the orientation doesn't match the source mesh. Can you elaborate more about the problems that can be caused by the mismatch of orientation? Thanks!
Is there a way to fix the root bone scale WITHOUT breaking translations in animations? I have a character that uses translation data in its animations, and applying the scale to the armature breaks those translations, and only rotation data is kept! I do not want to redo all my animations!
I know my comment is a little late, but what is the point of rotating the axis for each bone? Is it just for convenience sake when you go to animate later?
I can't understand how anyone could possibly consider this process acceptable. It's horrendous! There _must_ be a better way. There's no way in hell any modern game company goes through this nightmare of a process.
Not a single company uses blender . in fact no professional uses blender. Blender is not used at all in the industry. Even engineers of unreal engine uses 3ds max
@@kenkaneki3331 That's simply not true. Blender is used all the time in the industry. Maya and Max are obviously much more common, but Blender is absolutely used.
@@clonkex Blender is used in the industry. But they have engineers to fix problems like this for them, in most cases. Or they know tricks a lot of times they have learned over the years that sometimes dont get shared outward
It blows my mind that this is the solution. It makes absolutely no sense to set the world scale to 0.01... I'm not angry at you at all. I'm angry at Blender... I have tried everything, and this seems like the only solution right now... Have you tried that Blender-To-Unreal-plugin? Subscribed!
I have a character where the eyes and hair mesh are child of the head bone, I tried importing it and the skeletal mesh looks weird, with the eyes missing and the hair with offset. However, the model looks fine in the animations!
I’m having Some issues. First there are big spheres at the joints, about 100 times the size they should be. I also can’t use additive animations, I’ve done this before in other skeleton. I’m using rigify quadruped and game rig tools core.
read every commend on commend section and multiply all thanks now you may understand all my respect toward you. Many Many THANKS. going to save as startup settings.
Hey great vids, im not 100% sure if this could work and dont have time atm to test myself.. but when it comes to the bone orientation (within belender) i wouldnt think you need to un-parent all the bones them manually rotate them to match orientations within unreal.. you can change the orientation of the bones within "edit mode" and clicking on "armature, bone roll, recalculate bone roll" to a certain axis without having to manually do it (i keep this added to my Q - quickfav menu). maybe worth a try?
It took me an AI Google Assistant, to a Google search to TH-cam on the internet browser, to TH-cam on the internet browser in a new window to open in the app, to watch three ads, Just to watch this video 🎉🎉🎉🎉🎉🎉
When i apply to scale to armature, the parented objects look like theyve been blown up. I am not clearing and reparenting as ive probably done it 5 times already trying to fix other problems. At this point im just going to ditch blender and use 3ds max.
This is what I got after "Apply Scale": th-cam.com/video/SyxI6FeB-MU/w-d-xo.html Well, I did everything and after all I realized something from this tutorial ruined my animation: and after few minutes and removing all my animation sets I found the issue: When I apply Scales on my Armature it does something weird with my animations, they all start to play like root bone is not on the middle of the character, his body now moves from center can can't move left ight\up\down on animation it stays still on one point and just move bones like a doll, and also it even changed my animations FPS, it went to 30 instead of original 24.... So after all my inspects I tried to use "Ctrl+A->Scale To Deltas" instead of "Scale". And it works in the blender but after I import model to Unreal Engine it still has the x100 scale... Any ideas how to fix scale and save animations?
OK I fixed my problem. The problem here is when we "Apply Scale", everything get squashed except for the transforms in the keyframes of our animations. After I applied the same scale (x100) on the root bone's transforms of each keyframe as well (I used scripting), everything looks normal again.
Followed the same units/scale/export settings and Unreal is still making the root scale to 100. I've tried just about everyone's "solution" to the problem outside of buy the Better FBX plugin for Blender.
UPDATE! So my problems were that I had "Stretch to" constraints in my rig that were messing things up. For some reason applying the scale to the armature makes those constraints go haywire. To fix that, I disabled the constraint, added a new one and copied the exact settings and removed the previous bugged out constraint. Also, if you're using custom shapes for your control bones, be sure to scale those up too! If you don't then the bone controllers will become super tiny.
X-axis: Forward Y-axis: Right Z-axis: Up thats the right unreal settings. if you dont do that your orientation will be wrong. and do not maually scale you need to set up blender the correct way
Sounds very good and hopefully, but it doesn't work for my case, unfortunately. Struggling the exporting for three days already. Just a simple rig for IK control. All imported well, but when I try to connect effector control to Full Body IK node - mesh starts terrible wrapping. And the slightest movement of the effector leads to terrible, unpredictable movements of geometry. The IK works correctly only when I keep the model very tiny (don't scale it by 100 skeleton and mesh). If I scale and then apply transforms - IK doesn't work, although the root bone scale is 1, in UE.
Just a heads up! having your bone orientations in Blender not aligned with that of Unreal won't become a problem when creating control/ik rigs, since you can set each ik controller's primary and secondary axis.
I have been banging my head for hours trying to export a rigged character from blender to unreal. This is the only video that explains the process and teaches you to avoid all the common pitfalls.
Did you figure it out I'm trying to do what your doing. It's very frustrating
I spent 10 hours trying to get a simple chest to open up with an animation in unreal. This is the only video that gave beginning to end correct information. Thanks
10 hours? jesus
omg I spent all day trying to figure out the root bone scaling issue. Thank you for this!!
06:10 root scale 100
06:40 unit scale 0.01 thank you!
I dont understand what he do after, he set scale 1 to 100, after he scale 100 to 1. I make it but its make nothing.
Thank you for this one, these issues are so common and can cause you many sleepless nights trying to figuring out yourself
You just saved me hours upon hours of headaches looking for this fix. Granted, I don't doubt I'll run into more problems in the future due to being a novice at both Blender & UE5, but I was genuinely losing my mind w/ this issue. Thank you so much!
Thank you so much for this tutorial. The x100 scale problem was driving me crazy. Thank you!
Bro. The root bone fix is a life saver. Thanks I was having problems retargeting the root everytime.
Very useful video! Thank you very much, I spent several days looking for an answer on how to correctly export from Blender to Unreal Engine.
Seriously, thank you for the root bone scale fix!!!
Thanks for the tutorial, you saved me a lot of time with the x100 scale issue, cannot thank you enough!
Well made. 20 minutes and packed with information.
5:08 But you did make that bone at 1:20 ??
14:30 what you mean by can't turn it? rotate it or roll it? in edit mode you can roll it with CTRL+R. While in pose mode just press R and the axis(X,Y,Z) you want it roll on two times. It will put rotation in local mode so you can roll the bone in place.
As I've seen bones work like that everywhere, parents affect child bones, I can't seem to get your point.
Hi!
I know this is an old video but i was looking all day to find away to figure this out!
Big thanks for this awsome video!
Legend. Watching this a few hours ago would have saved me a big headache
I have been searching WHY my root bone added so much offset all the time. Thank you so much for this video 0.0
Thank you!! I've moved to Blender from Max and, although I like the interface, responsiveness and all, it does lack on some basic things like proper FBX handling.
Your video not only fixed the root x100 issue I was having, but it did it in the best way! Showing one issue at a time then how to fix each one. That's how we learn naturally, when we face the issues ourselves and I believe that's how I won't forget it so soon.
It also prepared me for the next time I start an Unreal scene in Blender. I'll know to set those units from the get go.
Again, thanks a lot!
Thank you very much you are the only one who found the solution and shared it. The 100 scale was screwing up my control rig.
You have saved my life, thank you! Spent all day struggling with this and control rigs not working.
Calling the armature "Armature" is actually really important, otherwise you get an extra root bone level
Super helpful tutorial, thank you Daniel. Such annoying work arounds to get Blender rigging to work in standard game engines (Unreal/Unity).
Would be a dream if the Blender devs update the skeletal system some day to match industry standards. Or so your rig doesn't have to look like a crazy person made it with the leaf bones sticking out in every direction just to work when exported.
You gotta scour the internet just to piece together some common sense to get this basic stuff working. Every person has different settings and a different way that works for them. Its so ridiculous.
the bone system and units in blender + fbx format are to blame. its a nightmare
Cool! Thank you~ Finally, I understood what is LeafBone!
what about the animation? each frame we need change for the scale? I'm confused for a long time
I still cant figure out why my character is floating ok import like super far away from the bones, bit still connected. It stillrotates them around the bone but it strexhes them super far
i'm still struggling with getting my mesh to not be gigantic in unreal engine 5.5 when i attach it to a socket. it's fine normally, but it becomes huge when i try attaching it to a socket in the character's hand
Do all of these problems also exist with Maya exporting to Unreal? I've only used Blender but I'm curious how other tools handle all these little annoying issues we keep running into.
I was having issues with my control rig where on FK compilation the scale went all wack, ended up finding the scale issue by chance, which led me here, and this fixed it.
Thanks a lot!I have been stuck with importing issues for a couple of hours.This clears up most of my confusion.
Hie, I'm not sure if it's covered here but I'm noticing that in my FBX animations that the thigh bones and calf bones are scaling and that cause like bobble movement on the foot in Unreal. Is this an export issue? Because I followed everything right with baked animations, no leaf bones and just deform bones.
my character still gets stretched and distorted for some reason when ever its from blender.. what else can i model with and export to ue5??
Just a heads up! having your bone orientations in Blender not aligned with that of Unreal won't become a problem when creating control/ik rigs, since you can set each ik controller's primary and secondary axis.
If i buy the addon Blender to Unreal, would it save me this entire process?
Thanks for the tutorial! I have a question, I've tried retargeting my Blender character and the animation seems fine even though the orientation doesn't match the source mesh. Can you elaborate more about the problems that can be caused by the mismatch of orientation? Thanks!
Is there a way to fix the root bone scale WITHOUT breaking translations in animations?
I have a character that uses translation data in its animations, and applying the scale to the armature breaks those translations, and only rotation data is kept! I do not want to redo all my animations!
did you ever fixed this? im having same problem :/
I know my comment is a little late, but what is the point of rotating the axis for each bone? Is it just for convenience sake when you go to animate later?
I can't understand how anyone could possibly consider this process acceptable. It's horrendous! There _must_ be a better way. There's no way in hell any modern game company goes through this nightmare of a process.
Not a single company uses blender . in fact no professional uses blender. Blender is not used at all in the industry. Even engineers of unreal engine uses 3ds max
@@kenkaneki3331 That's simply not true. Blender is used all the time in the industry. Maya and Max are obviously much more common, but Blender is absolutely used.
@@clonkex Blender is used in the industry. But they have engineers to fix problems like this for them, in most cases. Or they know tricks a lot of times they have learned over the years that sometimes dont get shared outward
@@kenkaneki3331 Max is not common anymore, and Blender is commonly used for at least a decade.
It blows my mind that this is the solution. It makes absolutely no sense to set the world scale to 0.01... I'm not angry at you at all. I'm angry at Blender... I have tried everything, and this seems like the only solution right now... Have you tried that Blender-To-Unreal-plugin?
Subscribed!
Thank you best video yet even though it’s long haha
Thanks for this tips, you save my life :-)
I have a character where the eyes and hair mesh are child of the head bone, I tried importing it and the skeletal mesh looks weird, with the eyes missing and the hair with offset. However, the model looks fine in the animations!
I’m having Some issues. First there are big spheres at the joints, about 100 times the size they should be. I also can’t use additive animations, I’ve done this before in other skeleton.
I’m using rigify quadruped and game rig tools core.
on the blender I have several objects put in a mesh, on unreal 4 everything is ok but when I send it on unreal 5 there is not a single mesh
you orientation z up x forward is 100% wrong in blender. do you accually know what oritation Unreal uses?
read every commend on commend section and multiply all thanks now you may understand all my respect toward you. Many Many THANKS. going to save as startup settings.
Hey great vids, im not 100% sure if this could work and dont have time atm to test myself.. but when it comes to the bone orientation (within belender) i wouldnt think you need to un-parent all the bones them manually rotate them to match orientations within unreal.. you can change the orientation of the bones within "edit mode" and clicking on "armature, bone roll, recalculate bone roll" to a certain axis without having to manually do it (i keep this added to my Q - quickfav menu).
maybe worth a try?
but how to fix rotation, should be 0 0 0 but is 90,000000000000008 0,00000000000004 -0,00000000000004
how did you figure this out>?
OMG, thank you! That did it!
Life saver, thank you
edge is for hair, apparently. face is generally the one you want, if i understand things correctly.
This is really helpful, thanks!
Thank you very much! It’s good to hear from you 😊
Thank you. It's the best tutorial. Thank you.
Thank you so much man saved me
OMG..Your are God!! Thank you for the tutorial it is much appreciated
Super agradecido por tan buen tutorial!!!
Would love to see some tutorials of you working with the models in unreal engine 5!
Much love. Thank you!
It took me an AI Google Assistant, to a Google search to TH-cam on the internet browser, to TH-cam on the internet browser in a new window to open in the app, to watch three ads, Just to watch this video 🎉🎉🎉🎉🎉🎉
It bet it was not easy to find this. Thank you very much. Like,Sub.
This did not work for me and broke my animations and character in engine
When i apply to scale to armature, the parented objects look like theyve been blown up. I am not clearing and reparenting as ive probably done it 5 times already trying to fix other problems. At this point im just going to ditch blender and use 3ds max.
Tutorial of the Year 2023 ! Just one thing, when I rotate the bones and I came back to object mode, I rotate my mesh !
This is what I got after "Apply Scale": th-cam.com/video/SyxI6FeB-MU/w-d-xo.html
Well, I did everything and after all I realized something from this tutorial ruined my animation: and after few minutes and removing all my animation sets I found the issue: When I apply Scales on my Armature it does something weird with my animations, they all start to play like root bone is not on the middle of the character, his body now moves from center can can't move left
ight\up\down on animation it stays still on one point and just move bones like a doll, and also it even changed my animations FPS, it went to 30 instead of original 24....
So after all my inspects I tried to use "Ctrl+A->Scale To Deltas" instead of "Scale". And it works in the blender but after I import model to Unreal Engine it still has the x100 scale...
Any ideas how to fix scale and save animations?
Same problem here...
OK I fixed my problem. The problem here is when we "Apply Scale", everything get squashed except for the transforms in the keyframes of our animations. After I applied the same scale (x100) on the root bone's transforms of each keyframe as well (I used scripting), everything looks normal again.
Followed the same units/scale/export settings and Unreal is still making the root scale to 100. I've tried just about everyone's "solution" to the problem outside of buy the Better FBX plugin for Blender.
UPDATE! So my problems were that I had "Stretch to" constraints in my rig that were messing things up. For some reason applying the scale to the armature makes those constraints go haywire. To fix that, I disabled the constraint, added a new one and copied the exact settings and removed the previous bugged out constraint. Also, if you're using custom shapes for your control bones, be sure to scale those up too! If you don't then the bone controllers will become super tiny.
comment for the algorithm. good vid
Thank you!!!
great video
Thank you!
Thank you
Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
X-axis: Forward
Y-axis: Right
Z-axis: Up
thats the right unreal settings. if you dont do that your orientation will be wrong. and do not maually scale you need to set up blender the correct way
Great Job!
Sounds very good and hopefully, but it doesn't work for my case, unfortunately. Struggling the exporting for three days already. Just a simple rig for IK control. All imported well, but when I try to connect effector control to Full Body IK node - mesh starts terrible wrapping. And the slightest movement of the effector leads to terrible, unpredictable movements of geometry.
The IK works correctly only when I keep the model very tiny (don't scale it by 100 skeleton and mesh). If I scale and then apply transforms - IK doesn't work, although the root bone scale is 1, in UE.
For some reason even doing the scaling trick still gives me a root scale of 1.75
Import Uniform Scale is an option and for some reason it was set to 1.75 as default.
Great!
谢谢,解决很多问题。请继续讲导出动画部分遇到的问题,这很重要_(:з」∠)_
fooking microsoft xD
Thank u so much for the video, I struggled with the skeletal mesh for 2 days)
Hello, can you help us with our project ? Like to have you with us with contract ?
Waju q buena escena
гуд
check your email Daniel Kreuter pls
I have declined several times. Please stop sending me mails.
@@DanielKreuter so how can i contact you?
Just a heads up! having your bone orientations in Blender not aligned with that of Unreal won't become a problem when creating control/ik rigs, since you can set each ik controller's primary and secondary axis.
if bones in the chain have different primary/secondary axes tho its still a problem