Blender to Unreal Engine 4 Scale. I'm used to using Unity 3D. I use the Metric system in Blender with a scale of 1.0. Epic, Epic Games, Unreal, Unreal Engine. 【Blender】Blender to Unreal Engine 4 - 育碧大神教你制作UE4游戏房屋场景全流程. I wish this course could be updated for Blender 2.8 and up, but it was easy enough to find where the Blender team moved things like ambient occlusion backface culling tabs. M I loved how simple this course breaks down the creation of the object and its export&import through blender, substance and into unreal.
Translations:
A while back, when I was creating my own 3D engine, I started using Blender for my modelling needs. At the time, Blender 2.4 was very strange to me, being used to modelling with 3DS Max. I didn't like it then, but since I didn't have the money to buy the 3DS Max, I had no choice. Fortunately, as I got more and more used to it, and had a good impression creating my add-on to export the models to the format I used in my engine, I started to like it.
I stopped modelling for quite some time, but then recently I had the need to create 3D models again. So, it was time to choose the 3D modelling program again. Surprisingly, I really felt at home with Blender, now at version 2.7, with a much better interface. So I decided to use it again.
Unfortunately, Unreal Engine 4 works only with FBX, and only offers nice integration with plugins for Maya and 3DSMax. So, to use Blender, I had to learn how to configure it so I can use the models inside UE4 with no surprises while importing.
Setting up the start-up file
I don't like to change all the settings every time I create a new model, so the best option is to setup the Blender start-up file. Starting Blender and creating a new file, the first thing I like to do is delete all the default objects (the camera, cube and light).
Then, I configure the unit settings. UE4 uses centimeters by default. I saw some modellers adjusting the unit scale at export, but it may make exporting models and skeletons in the same file harder. To set the global unit scale, I go to the 'Scene' tab inside the Properties view, then I select the 'Centimeters' preset in the 'Units' area. Done.
The last thing to do is to create an 'Export FBX' preset. Using the default preset as a starting point, I change the following options:
Main tab:
- Check Selected Objects;
- Forward: to -Y;
- Up: to Z;
- Right below, I only leave checked the Empty, Armature, Mesh and Other;
Geometries tab:
- Use Modifiers Render Settingsunchecked;
- Smoothing set to Faces;
And finally, the Armature tab: Dj samples free download.
- Unset Add Leaf Bones;
- Primary Bone Axis to X Axis;
- Secondary Bone Axis to -Y Axis;
The reason to change the Armature axis is to make them match the same axis orientation that the engine, that uses the positive X axis as 'forward' and the Z axis as 'up'. That way, you can use the bones as sockets directly, not having to correct the rotation.
Finally, we press Ctrl+U, or in the File menu, select Save Startup File.
Details before exporting the model
Firstly, check with the Triangulate modifier if all the faces of your model are being transformed to triangles in a satisfactory way. Sometimes, faces can have non-coplanar vertices, which can result in unexpected triangulation and/or tangent calculation errors, which leads to shading errors. In this case, it's better to manually triangulate or use the 'make planar' function in the Clean-up edit mode menu.
Next, the model need to be oriented depending on how it'll be used in the engine. It helps to make your model face the positive X axis if it is a projectile, or other object that will mainly travel forward after being spawned. While the engine can do that rotation when importing, it won't work on models with skeletons, since the orientation of the animations will be different from the 'corrected' orientation.
Import options in the Unreal Engine 4
Generally, the option that should be used for all the models is the import of normals and tangents. Since both Blender and UE4 use the same tangent space, MikkTSpace, the model can be rendered in the engine as close as it was in Blender. This is most important when importing models used with skeletal animation because it's the only way you can preserve smoothing groups.
Blender To Unreal Engine 4 Animation
Recommended Blender Add-Ons
Odour riddim mix. uvmap_tools - A tool to organize UV layers.
YAVNE - Add-on to manually calculate normals for low or medium complexity models. Excellent for mechanical models, allow the creation of rounded edges using only one face.
mesh_curves- Generate curvature information and saves it into vertex colors. Great for using this information to create complex materials, vertex based ambient occlusion, etc.
You should be able to make an object for collision in Blender and export/import that. For this you have to use a naming convention, where your collision objects are named as follows:
Import From Blender To Unreal Engine 4
UBX_[RenderMeshName]_##
for boxes/cubesDell optiplex 360 windows xp drivers.
USP_[RenderMeshName]_##
for spheresUCX_[RenderMeshName]_##
for your custom (convex) shapes
The ##
means 'some digits', which can be used when you have multiple collision objects for a single mesh. You can find this and more info at: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/#collision
Disclaimer: I have not tested this myself with exports/imports from Blender.
Blender To Unreal Engine 4 Scale
If you want collision with the geometry exactly as you already made it, and don't plan to make simpler collision shapes, then you can set 'Collision Complexity' to 'Use Complex Collision as Simple' in your static mesh settings. This can be useful when you quickly want to test your scene before spending time on your collision modelling.
Blender 2.79 Export To Unreal Engine 4
Hopefully this helps you with what you tried to do. Now, lastly, it might still be beneficial to export your items as individual models. Then you could, e.g., move tables in Unreal Editor when the office layout changes, or allow the player to open drawers.