Speed Tutorial: How to import Blender animations to Unreal and fix common problems.

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  • เผยแพร่เมื่อ 19 มิ.ย. 2024
  • 0:00 - Import Skeletal Mesh, Skeleton, and Animations
    0:48 - Adding New Individual Animations
    1:32 - How to Fix Tiny Animations
    1:45 - How to View Bones in Unreal
    1:49 - Fix "Can't detect import type. No mesh is found or animation track"
    1:55 - Fix "Multiple roots are found in the bone hierarchy. We only support single root bone."
    2:11 - Fix Gray/Unclickable Import Button in Unreal
    2:16 - Fix "The following bones are missing from the bind pose:"
    2:32 - Fix "No smoothing group information was found in this FBX scene."
    Edit: how to get early access to unreal's new tools explained in this video (not covered in this video): • Unreal Engine Tools Fo...
    Unreal's quick tutorial on their new tool! SendToUnreal: • Send to Unreal - Quick...
    Unreal's quick tutorial on their Rigify conversion tool: • UE to Rigify - Quickst...

ความคิดเห็น • 19

  • @danielsLL
    @danielsLL 2 ปีที่แล้ว

    probably best format for a tutorial ive ever seen, just the info, ty

  • @sunria3408
    @sunria3408 3 ปีที่แล้ว

    so underrated, i always come back to this

  • @sunria3408
    @sunria3408 3 ปีที่แล้ว

    bro this is good, u deserve more views

  • @dannykay4649
    @dannykay4649 2 ปีที่แล้ว

    thank you!

  • @IntahX
    @IntahX 3 ปีที่แล้ว

    1:56 FFS This worked in just 10 Seconds!!. Been searching for this having ended up with shitty Tutorials who cant even explain a solution for 10 min... Keep it up!

  • @enigma_dev
    @enigma_dev  3 ปีที่แล้ว +1

    See description for links to Epic's 2 minute tutorials on their new "Send to Unreal" tool -- and how to get early access to it.
    Extra tips:
    -you can save your fbx export settings in an "operator preset" from the fbx export window (top right of the popup window, click + a name it unreal or something helpful)
    -if you still get "Can't detect import type", make sure your collection is selected when doing your FBX export.
    -when adding new individual animations, you should probably only select the armature (not the mesh) for export so it only exports anim data; a slight deviation from video.
    -if you want your anims to be from a single .fbx, after the initial import you, can import the updated .fbx into a temporary folder, then move the new animations to your real folder and delete the temporary folder and its unwanted contents; now you can reimport from the original .fbx instead of having many different anim fbx files.

    • @MrSuvidh
      @MrSuvidh 3 ปีที่แล้ว

      How to solve [Warning Imported bone transform is different from original] error?

  • @hotelghosts1478
    @hotelghosts1478 3 ปีที่แล้ว +1

    FUCK YEAH! thank you so much man!!! Iv been trying to import my animations into Unreal using "Mr. Mannequin" 's rig for at least 3 weeks and kept failing, always getting T poses or Armature breaking. first try with this ^, and it 100% works, no T posing, none of that shit. THANK YOU!

  • @CosmicComputer
    @CosmicComputer 3 ปีที่แล้ว

    I've been looking for something like this, thank you. I 've been using Send to Unreal and I keep having issues where my animations won't import over with the right amount of keys/won't loop, so I have to go to the animation editor in Unreal and manually delete empty/unused frames. Does anyone know anything about this or how to solve this issue?

  • @DewmOnline
    @DewmOnline 3 ปีที่แล้ว

    Wondering if anyone can help me (reddit has been of no luck so far), I am modeling a simple book to animate open, 3 bones I have followed all of these tutorials down to the letter multiple times..but no matter what happens when I export the .fbx to unreal, 1 of my bones seems to rotate about 3 degrees and is "misaligned" and screws up the whole animation.
    Help!

  • @elijahgames192
    @elijahgames192 3 ปีที่แล้ว

    followed it exact, BUT the the legs bone animations were still spasming out.

  • @r4venr4ven12
    @r4venr4ven12 3 ปีที่แล้ว

    how to fix specifed skeleton?

  • @ascentslight_games
    @ascentslight_games ปีที่แล้ว

    hey, why set the metric to 0.01 ? my scale it fuck up and i don't understand why

    • @enigma_dev
      @enigma_dev  ปีที่แล้ว +1

      I believe this is needed to have it be appropriately sized in unreal; setting units to centimeters in blender does not appear to be enough to get it scaled well for unreal.
      You can avoid that 0.01 step. But I think you will see tiny animations/etc in unreal. It can be hard to navigate some menus/thumbnails/etc if things are scaled oddly.
      But, you might can work around needing that 0.01 scale. When importing the mesh into unreal, you can set an import scale (you can also do this after the fact, it is somewhere in the import settings, change it and reimport the mesh to see the scale change).
      Setting the asset's import scale to something large, in unreal, may let you skip setting it to 0.01 in blender.
      I always just use 0.01 in blender though, since I mostly work with unreal. I haven't tried setting import scale in unreal for animated skeletal meshes (I've only did it with static meshes). So YMMV. Good luck :)

    • @ascentslight_games
      @ascentslight_games ปีที่แล้ว

      @@enigma_dev thanks for your answer ! i put the metric on 0.01 and it seems working :)

  • @ty_teynium
    @ty_teynium 3 ปีที่แล้ว

    It did not work for me. I get the error of no mesh detection or animation track despite that I have selected only the mesh and Armature. Also you forgot to mention Primary and Secondary Bone Axis settings.
    Primary is -X
    Secondary is Y

    • @enigma_dev
      @enigma_dev  3 ปีที่แล้ว

      Hm, not sure. Perhaps you're on an older version of the engine than what I have in the video (or newer). The video is recorded straight from fresh open of blender with all steps included; nothing omitted.
      I did not need to remap bone axes -- as seen in the video. What does that solve? I remember in older versions of the engine the bones would look mangled (perhaps this is what the remapping solved) but I noticed it is no longer a problem in this version of UE4.
      One further step to debug is -- in a new blender project -- import the fbx you exported from blender. This will likely show you exactly what was exported in the fbx, and might show you something missing from the export. The export can be finicky; the second half of the video is literally me recording a my troubleshooting session to get it working without issue/warning.

    • @enigma_dev
      @enigma_dev  3 ปีที่แล้ว

      I just noticed with another asset, I was getting "Cant detect import type" when I was not selecting the collection during my FBX export. Might help.