If anyone is still having problems with the physics not working make sure before you export to “apply transformations” this is done by pressing “ctrl A” :)
following someone who started from scratch is helpful when you give the tips that normal tutorials would skip over because its considered normal industry knowledge
Hi from the future! In the future we're now on Unreal Engine 5.1 - If you're wondering how the scale is still getting jacked up with your model, and the capsules aren't lining up or you're getting 2/3 capsules, than fear not! Under the physics asset window where you see the capsules, you will need to go under Tools on the right hand side and under the "Body Creation" drop down go to: "Min Bone Size". My model's bones were too small, so adjusting this down to 0.07 allowed the engine to properly detect my tiny bones and compensate appropriately. Now every bone has a capsule.
Unreal Engine 5 supports GLTF import, you can get correct scale now with a simple export using that format without changing anything in blender! Just export as GLTF!
I love that you showed the actual mistakes and how to fix them. Too often people assume that just rambling off all the "right" things to do in checklist format is the best way to instruct. But more often than not I'm scrubbing through content trying to find where I 'messed' up in the list with no clue what I missed or where I went wrong. Then getting frustrated and having to walk away til my head clears. I really wish more tutorials took into account common mistakes (or even uncommon) during the instruction.
Claps Claps Claps..... You Literally took the last TEN years of my life learning blender and made a video to explain..... this is one of the best Blender to Unreal Videos ever made... Just one thing you don't actually need to re-import the Mesh when importing animations.... just hit that check mark that says Mesh..... Every blender user Needs to watch.
I dont know how I found this, I searched every single video for my problem. I couldnt export from Blender to Unreal... And I found this video! You are the God!!! I cant explain how happy I am right now. I spent hours trying to fix it and all I had to do is just to watch this video!
I’ve referenced these videos so many times and only just learned you’re the one behind A Difficult Game About Climbing! Congratulations man!! 🥳 Thank you for giving us all so much!
You saved me so much time with transferring animations between Blender and Unreal! Couldn't possibly imagine how many hours I would've wasted without knowing how to properly set up non-linear animations. Thanks for this tutorial, you just gained a sub.
Thank you! That is valuable! One piece of advice - in Blender you can just hover over an object and press "L" it will select the whole piece under the cursor, no need to select poly and ctrl-L, it speeds up things considerably
Honestly love you man. I was so hung up on so many things while trying to export to unreal that I nearly gave up. You are the gigachad of blender and unreal lol.
Man, i'm so greatful for this video! I've ben passed many and many hours trying to import from blender to unreal! The solve was only to change the name "armature" to "root"! Thats a really good Tip! God Bless you! Thank you!
Man, this tutorial was spot on, very well done. What version of blender are you using? I have been using blender and unreal for about a month but have mainly been focusing on blender due to not having a great setup for hardware. Point being, I really appreciate watching other people’s workflow and this was perfect. Thank you! Got yourself a sub here, keep it up. 🤙🏼
Dude the quality of your videos & thumbneils are way ahead of your channel I seriously thought you got a lot of subscribers or something, keep up the great content & you'll deflintly get there 👍😀
Boy I’ve searched 6 month for guy, who can explain everything U’re the one mate And btw Thanks for advice bout bens tutorial Mate that’s the best shit in the internet bout bp Long live mate Peace
Thanks for the helpful video! Just to note, if you already have a bone named "Root" in your armature, then you SHOULD rename your character's armature to "Armature" before export from Blender, otherwise you will end up with 2 root bones. As of 4.16 (and newer) UE4 will automatically remove the root node named "Armature" (which conveniently allows you to have a proper Root bone to work with in Blender).
@@foofofdeath Yes, I just checked with Unreal 5.3.2 and Blender 3.6.8 and it's the same. You need to rename your skeleton to "Armature" (without quotes) before export. Also, make sure your Unit System is set to "Metric" and your Unit Scale is set to 0.01 in Blender, otherwise the imported bones will look like giant spheres. 😄
My worflow is a bit different. Don't rename the armature. Create a root bone instead at the bottom of your character or else two problems will arise. First, the armature will have a scale of 100 in unreal. Second you will not be able to use root motion. And when you model in blender, do it 100 times bigger then you normally would. This is the only way I could find to have a skeleton of scale 1.0 in unreal and I tried all sorts of settings combinations.
this video is gold. sure it misses some stuff, for example you need to have very specific conditions to be met with your characters rig in order to make the export work, but i tackled that problem with a different video, and after that, your tutorial went butter smooth. thank you!
Truly useful tutorial. I learned some of these problems the hard way by destroying an already animated character. Any animations that are made in incorrect scaled characters are just invalid and produce a stretched ball. They can't be scaled or fixed. Another problem with scaling is when you decide to work with skeleton sockets in UE4, they are bigger than the entire character and of course produce wrong calculations. And the most funny part about colliders, characters have tiny mass so they just bounce to infinity when you apply force to them.
Bro this the one thing that worked for me. Earlier whenever I imported my character , only one lod loaded which proved very hectic for texturing it. Now I have imported my character with the textures and lods itself thanks for this man
For me setting the scale to 0.01 and meters or 1 and centimeters didn't change a single thing in UE5. What you have to do is go to the tools tab you see in the bottom right corner at 9:34 and simply set "Min Bone Size" to a lower treshold, then click on the green "Generate All Bodies" button and this way you can get the exact physicscomponent you want. In my opinion better than tweaking with all those settings.
Oh my GOD THANK YOU! I kept trying and trying, I even renamed all the bones to convert any uppercase to lowercase, and I couldn't understand what was wrong. THANK YOU SO MUCH
The only thing it does if you leave the armature name is remove it from the hierarchy in Unreal, which is super helpful and there to be an aid to developers to prevent a double root. LOVE the video!
Great tutorial. I'm a blender user for a long time and I'm learning unreal for some month. I started right now with characters and animations in unreal. Your tips will save me a lot of time. Thanks for sharing your workflow.
i loveeeee you man, i struggled so hard with this root thing and you just came out of no where and help me sooooo much, thank you man, for real, thank youuuuuuuu
Woooow best tutorial ever, super short and perfect for what i needed, explains really well I will fix alot of problems I had when importing and even for retargeting, its super fast! Before i was doing that all manually
Nice, is always so good to have these little advices. I will add a big one that solved a HUGE problem I was having with the Blender -> UE4 workflow: sometimes the animations will have minor jittering going from blender to ue4, this is particularly noticeable on the foot of the characters. To solve this, the SIMPLIFY option on Blender needs to be set up to 0.0, on the UE4 side you can also improve the quality of the animations by changing the compressions, but UE4 compression on animations are known to good, saving memory without changing the final result of the animation. These problems of jittering animations are caused by Blender exporting and compressing animations like a butcher.
Like your style bro, keep it up! Solid tutorial, I've been a blenderer for a while and want to try my hand at UE5, I figured knowing how to create your own assets is a huge thing with that.
Thank you so much for this. Thought I was gonna have to buy a bunch of other stuff to use blender with UE4, gonna have to rewatch this step by step again but this is the best video I've seen so far!
Ponty, I don't usually comment on videos but I love you. I'm currently working on my first game and this was the first time I ever animated something myself. The whole day I've been sat here trying to figure out settings and nothing worked. Now, renaming the Armature to root solved everything. Thank you!!!!
Words can't describe how helpful this is! I struggled with importing multiple animations correctly and your tips saved me a lot of time! Thank you good sir :D
Thank you so much for this! It’s a big relief having this walk-through. I greatly appreciate the time you’ve spent and the time you’ve saved me. All the best!
I was so puzzled with character setup in unreal engine 4, this broke things down and made things so much more understandable, thank you for this tutorial. This is extremely helpful! 😊
Great walkthroug probably saved me a week of work. Wish tutorials like these existed when I started out in unreal. You're doing a great job! Looking forward to future videos :)
Good tutorial Please can you make tutorials for unreal engine because it is hard to use And I'm new to unreal engine Make tutorial about ux/ui your made where cool and character movement and stuff You are the one o the person who made me like game dev a lot
Awesome tutor! On top of that I made my own research and found out that even if you generate collisions in UE that visually look good, they are working wrong since the model was created with wrong units and scale.
Regarding the bone scaling problem. I think you can leave the units in Blender as default. But when you import your skeleton mesh into UE4, in the FBX import options tab, scroll down to Miscellaneous, and check the Convert scene unit box. It worked for me. Perhaps it may work for you aswell.
I WISH I had this video when I was trying to export things to Unreal! I also can't believe I never noticed that measuring tool literally built into Blender. For anyone trying to export from Blender to Unity and getting strange scaling issues - when you export as FBX change "Apply Scalings: All Local" in the Transform option to "Apply Scalings: FBX Units Scale" Wish there was a better solution to fixing rotations other than applying a -90 x rotation in Blender before exporting, but oh well! Also, congrats on 5K! Also also, is that channel monetization I see?
There is a plugin that adds a export to Unity menu that does the - 90 thing for you. Just reply back if you cannot find it and I'll look up the exact name
If anyone is still having problems with the physics not working make sure before you export to “apply transformations” this is done by pressing “ctrl A” :)
/
tysm
that doesnt fix everything no, can somebody help!
@@zaidabuzahra0 Did u find fix
THANKYOU IM LOOKING INTO NEW TECHNIQUES AND BEFORE I DOWNLOADED IT I NOTED THAT
following someone who started from scratch is helpful when you give the tips that normal tutorials would skip over because its considered normal industry knowledge
That is so true. I am kinda shocked that this video is so good! I mean.... U AMAZinG
So true .
yeah I hate it when they just skip over stuff! so annoying
0:58 - Basics / Scale setup
1:56 - Materials
3:34 - Rig
5:38 - Exporting
10:35 - Animation
16:02 - Retargeting Animations
king
Thank you so much for the timestamps! 🙏
Explaining nuances "like the blender m vs cm issue" in videos like this is SO helpful!! Great Vid!
Hi from the future! In the future we're now on Unreal Engine 5.1 - If you're wondering how the scale is still getting jacked up with your model, and the capsules aren't lining up or you're getting 2/3 capsules, than fear not! Under the physics asset window where you see the capsules, you will need to go under Tools on the right hand side and under the "Body Creation" drop down go to: "Min Bone Size". My model's bones were too small, so adjusting this down to 0.07 allowed the engine to properly detect my tiny bones and compensate appropriately. Now every bone has a capsule.
you are a life saver
Unreal Engine 5 supports GLTF import, you can get correct scale now with a simple export using that format without changing anything in blender! Just export as GLTF!
Thank you so much
Correction to this, GLTF ain't that good with importing face shading etc in Unreal
Thank you!
Here we are four years later and somehow this is STILL the best video on the subject...
I love that you showed the actual mistakes and how to fix them. Too often people assume that just rambling off all the "right" things to do in checklist format is the best way to instruct. But more often than not I'm scrubbing through content trying to find where I 'messed' up in the list with no clue what I missed or where I went wrong. Then getting frustrated and having to walk away til my head clears. I really wish more tutorials took into account common mistakes (or even uncommon) during the instruction.
Claps Claps Claps..... You Literally took the last TEN years of my life learning blender and made a video to explain..... this is one of the best Blender to Unreal Videos ever made... Just one thing you don't actually need to re-import the Mesh when importing animations.... just hit that check mark that says Mesh..... Every blender user Needs to watch.
Oh awesome tip!! Thanks :D And I am super happy you enjoyed the video ^.^
I dont know how I found this, I searched every single video for my problem. I couldnt export from Blender to Unreal... And I found this video! You are the God!!! I cant explain how happy I am right now. I spent hours trying to fix it and all I had to do is just to watch this video!
THIS 8 MINUTES OF MY LIFE WAS THE BEST THING I HAVE SEEN ALL DAY ON HOW TO GET MY MESH TO UNREAL ENGINE!
Thank you so much just just works...😆'you just got a subscriber from this awesome video!
I’ve referenced these videos so many times and only just learned you’re the one behind A Difficult Game About Climbing! Congratulations man!! 🥳
Thank you for giving us all so much!
MAN WE LOVE YOU!!!!
You saved me so much time with transferring animations between Blender and Unreal! Couldn't possibly imagine how many hours I would've wasted without knowing how to properly set up non-linear animations. Thanks for this tutorial, you just gained a sub.
Thank you! That is valuable! One piece of advice - in Blender you can just hover over an object and press "L" it will select the whole piece under the cursor, no need to select poly and ctrl-L, it speeds up things considerably
Thank you sir! You get an honorable mention in the next video :D Such an awesome tip!! I use it all the time now!
This is helping me weed through the intel i've gotten from other devs. THANKS BRAH!
THANK YOU for not making me watch you model something in blender for the first 15 minutes of this video. Straight to the point, great.
Honestly love you man. I was so hung up on so many things while trying to export to unreal that I nearly gave up. You are the gigachad of blender and unreal lol.
Your channel has kicked me into gear to get back to work on my game! Thanks man, love seeing your progress!
That's awesome! So great that you are back in bizz!!
BRILLIANT! Who doesn't love lessons that lessen "arrgh-time"? Thanks for going through the suffering so we don't have to!
tip when exporting animations, export only the armature to prevent the mesh/materials being exported/imported alongside it.
Man, i'm so greatful for this video! I've ben passed many and many hours trying to import from blender to unreal! The solve was only to change the name "armature" to "root"! Thats a really good Tip! God Bless you! Thank you!
21:33 "and the good thing about this is, ummnn... Anyways..." lol That made me laugh!
Same, and apparently wasn't even supposed to be that way, but I'm glad it made it in lol, had the perfect amount of comedic pause.
3 Years later this tutorial was still the most helpful & direct
Man, this tutorial was spot on, very well done. What version of blender are you using? I have been using blender and unreal for about a month but have mainly been focusing on blender due to not having a great setup for hardware. Point being, I really appreciate watching other people’s workflow and this was perfect. Thank you! Got yourself a sub here, keep it up. 🤙🏼
Thanks! :D I am glad you enjoyed the video :) I am using Blender 2.82.7 -> I am a bit behind, I need to update to the latest
Dude the quality of your videos & thumbneils are way ahead of your channel I seriously thought you got a lot of subscribers or something, keep up the great content & you'll deflintly get there 👍😀
Boy I’ve searched 6 month for guy, who can explain everything
U’re the one mate
And btw
Thanks for advice bout bens tutorial
Mate that’s the best shit in the internet bout bp
Long live mate
Peace
Thanks for the helpful video! Just to note, if you already have a bone named "Root" in your armature, then you SHOULD rename your character's armature to "Armature" before export from Blender, otherwise you will end up with 2 root bones. As of 4.16 (and newer) UE4 will automatically remove the root node named "Armature" (which conveniently allows you to have a proper Root bone to work with in Blender).
Is this also the case in UE5 or have things been further updated since then?
@@foofofdeath Yes, I just checked with Unreal 5.3.2 and Blender 3.6.8 and it's the same. You need to rename your skeleton to "Armature" (without quotes) before export. Also, make sure your Unit System is set to "Metric" and your Unit Scale is set to 0.01 in Blender, otherwise the imported bones will look like giant spheres. 😄
THANK YOU VERY MUCH. THIS IS THE ONLY PROCESS THAT I HAD NO ISSUE WITH IMPLEMENTING. U LITERALLY COVERED EVERYTHING. SUBBED
My worflow is a bit different. Don't rename the armature. Create a root bone instead at the bottom of your character or else two problems will arise. First, the armature will have a scale of 100 in unreal. Second you will not be able to use root motion.
And when you model in blender, do it 100 times bigger then you normally would. This is the only way I could find to have a skeleton of scale 1.0 in unreal and I tried all sorts of settings combinations.
Thanks!
Top tier tutorial! I usually watch tutorials on 1.5x speed and skip ahead but not on yours as it is jam packed with info! You're funny too! Rock on!
I'm not a Blender user but as a C4D user I can still appreciate this video good stuff 👊🏾
this video is gold. sure it misses some stuff, for example you need to have very specific conditions to be met with your characters rig in order to make the export work, but i tackled that problem with a different video, and after that, your tutorial went butter smooth. thank you!
This is the video I've been looking for a loooooong time. Neat and right to the point. Thanks!
You deserve so much more audience. You are helping me so much on my projects, thank you a lot!
Searched for "character blender to unreal workflow".
This is first in the list.
Thank you and have a good one.
Truly useful tutorial. I learned some of these problems the hard way by destroying an already animated character. Any animations that are made in incorrect scaled characters are just invalid and produce a stretched ball. They can't be scaled or fixed.
Another problem with scaling is when you decide to work with skeleton sockets in UE4, they are bigger than the entire character and of course produce wrong calculations.
And the most funny part about colliders, characters have tiny mass so they just bounce to infinity when you apply force to them.
Bro this the one thing that worked for me. Earlier whenever I imported my character , only one lod loaded which proved very hectic for texturing it. Now I have imported my character with the textures and lods itself thanks for this man
thank you so much man, i’ve been trying so many methods and plugins and this video solved everything
For me setting the scale to 0.01 and meters or 1 and centimeters didn't change a single thing in UE5.
What you have to do is go to the tools tab you see in the bottom right corner at 9:34 and simply set "Min Bone Size" to a lower treshold, then click on the green "Generate All Bodies" button and this way you can get the exact physicscomponent you want. In my opinion better than tweaking with all those settings.
Oh my GOD THANK YOU! I kept trying and trying, I even renamed all the bones to convert any uppercase to lowercase, and I couldn't understand what was wrong. THANK YOU SO MUCH
@@nastasiacr3676 No problem! Glad my comment helped at least someone
The only thing it does if you leave the armature name is remove it from the hierarchy in Unreal, which is super helpful and there to be an aid to developers to prevent a double root.
LOVE the video!
"And the good thing is that..."
'ends video'
What? Did I screw up the edit somehow, somewhere? :P
@@Pontypants yep
@@Pontypants I can't fond it again though
Necrago lol how bad was it? :p
you are amasssssssing 😁😉
Golden video thx cuz.
Great tutorial. I'm a blender user for a long time and I'm learning unreal for some month. I started right now with characters and animations in unreal. Your tips will save me a lot of time. Thanks for sharing your workflow.
This is genuinely the most useful and straightforward video I have ever watched you have saved my ass
i loveeeee you man, i struggled so hard with this root thing and you just came out of no where and help me sooooo much, thank you man, for real, thank youuuuuuuu
This is one of the best tutorials on that topic I've seen. Pretty detailed and with demonstration what goes wrong with invalid setup.
Woooow best tutorial ever, super short and perfect for what i needed, explains really well
I will fix alot of problems I had when importing and even for retargeting, its super fast! Before i was doing that all manually
This channel just keeps poppin' off! Keep that quality content coming :)).
This is great. Many, many, many hours of experience, that I now gained in 25 minutes.
You literally saved my game. I was ready to give up. Thank you so much.
Listen to the man, watched the whole thing and no regrets
PP
Nice, is always so good to have these little advices. I will add a big one that solved a HUGE problem I was having with the Blender -> UE4 workflow: sometimes the animations will have minor jittering going from blender to ue4, this is particularly noticeable on the foot of the characters. To solve this, the SIMPLIFY option on Blender needs to be set up to 0.0, on the UE4 side you can also improve the quality of the animations by changing the compressions, but UE4 compression on animations are known to good, saving memory without changing the final result of the animation. These problems of jittering animations are caused by Blender exporting and compressing animations like a butcher.
This is soooo helpful, I’ve been looking for a video like this for months. Thank you!
You probably won't see this but once you finish your game, you should start doing some more tutorials. You really good at it!
Edit: Oh cool you saw
Finally a tutorial that explains exactly whay I was looking for. Thank You
nice video, very well structured, very comfortable pace. Thanks for making this helpful video!
Hey, first time here, but I'm sure I'm gonna stick a while. I love your charisma and the way you explain stuff! Keep up the great work:)
I'm not really a fan of boxing games but watching your devlogs makes me wanna play it so much.
Like your style bro, keep it up! Solid tutorial, I've been a blenderer for a while and want to try my hand at UE5, I figured knowing how to create your own assets is a huge thing with that.
Thank you so much for this. Thought I was gonna have to buy a bunch of other stuff to use blender with UE4, gonna have to rewatch this step by step again but this is the best video I've seen so far!
Seriously, it's a million dollar Content !!!
Sir I'm From INDIA!!😎
YOUR BIGGEST FAN!
Wow my friend you have saved me a lot of time. I like your style. Subbed!
Ponty, I don't usually comment on videos but I love you.
I'm currently working on my first game and this was the first time I ever animated something myself. The whole day I've been sat here trying to figure out settings and nothing worked.
Now, renaming the Armature to root solved everything.
Thank you!!!!
Awesome Video :)
Bcs of you I started even as Unity Fan Boy a new Unreal-Engine Playlist ☺️
I'm British... He was not "bonking" haha great tutorial! Going over where things mess up is so much better than assuming everything went okay. Thanks
Sir You Are Really "AWESOME!" 😎😎😎
finally a good tutorial that doesn't use mixamo for the animations 😅
Wow, this is super helpful and fun to watch. Great channel!Thank you for sharing your hard earned knowledge!
Thank you!! Like a lot! by showing the little steps helps out so many people, and with good cuts as well. Again thank you! :D
Words can't describe how helpful this is! I struggled with importing multiple animations correctly and your tips saved me a lot of time! Thank you good sir :D
5:12 , 15:25 - GOLD. Say no more. :) Thanks for sharing this awesome video, man!!
wondering how i missed this video.. it is fantastic. wish you still made content like this. the PP quality videos.
Man wish I saw this video a few days ago, so many hours of headaches great vid!
Great content mate! Keep up doing this great work!!
Awsome video dude as always!
Thanks so much! :)
Is there an updated video for this? if not would love to watch one ; )
This is a gem of a video! Thanks a lot for posting.
Killllled it! Such a good tutorial with a lot of small hints that save a HUGE amount of time 👏🏼
Thank you bro!!! you helped me a lot in creating my own character's rig workflow! Stay blessed!🔥🔥🔥
Thank you so much for this! It’s a big relief having this walk-through. I greatly appreciate the time you’ve spent and the time you’ve saved me. All the best!
I was so puzzled with character setup in unreal engine 4, this broke things down and made things so much more understandable, thank you for this tutorial. This is extremely helpful! 😊
Best tuto ever and still perfect for UE 5.3 !
Thank you so much
Wow, I was having the exact same issues, and you adressed every single one of them in this video, great job!
Glad it was helpful!! :D
Coming back to this for help, and man this is still very helpful. Thank you very much Ponty.
It's so well explained that it's really a simple! Thanks for the video!
Great walkthroug probably saved me a week of work. Wish tutorials like these existed when I started out in unreal.
You're doing a great job! Looking forward to future videos :)
Thank you! Glad you found it useful ^^
wow, this actually fixed an issue i had with my physics asset which had seriously demotivated me
Thanks bro! I needed a good tutorial to make a video game! You are a lot of help!
Just….thanks! The tutorial is perfect and covers all the main issues regarding the workflow blender-UE
this one's solo useful, I have been always frustrated why the mesh is not like it was in blender. Thanks
Good tutorial
Please can you make tutorials for unreal engine because it is hard to use
And I'm new to unreal engine
Make tutorial about ux/ui your made where cool and character movement and stuff
You are the one o the person who made me like game dev a lot
Thx for awesome workflow tips! 7:30 though
Awesome tutor!
On top of that I made my own research and found out that even if you generate collisions in UE that visually look good, they are working wrong since the model was created with wrong units and scale.
Regarding the bone scaling problem. I think you can leave the units in Blender as default.
But when you import your skeleton mesh into UE4, in the FBX import options tab, scroll down to Miscellaneous, and check the Convert scene unit box.
It worked for me. Perhaps it may work for you aswell.
Very informative - thanks for covering this!
I WISH I had this video when I was trying to export things to Unreal! I also can't believe I never noticed that measuring tool literally built into Blender.
For anyone trying to export from Blender to Unity and getting strange scaling issues - when you export as FBX change "Apply Scalings: All Local" in the Transform option to "Apply Scalings: FBX Units Scale" Wish there was a better solution to fixing rotations other than applying a -90 x rotation in Blender before exporting, but oh well!
Also, congrats on 5K! Also also, is that channel monetization I see?
Mythic!! Haha yeah monetization is OOOON 🤑🤑🤑🤑🤑🤑
There is a plugin that adds a export to Unity menu that does the - 90 thing for you. Just reply back if you cannot find it and I'll look up the exact name
How can you have only 6k subscribers? Honestly... Top class video man!
Thank you so much