Rig character in Blender 4.1 and import to Unreal 5.4 with working root motion PERFECTLY (part 1)
Автор: Ethan
Загружено: 2025-01-11
Просмотров: 1507
Описание:
This a comprehensive tutorial showing how to rig, animate, and export a free 3d model from Google, in Blender 4.1, to Unreal Engine 5.4, for use in your projects/games. This works with root motion, so your animations actions can move your characters in the game, and they'll stay there after animating (like a troll taking a step forward while swinging his club). Most video games use root motion for enemy animations, and the same for if your attacks involve charges or teleports.
PLEASE WATCH PART 2 AFTER: • Rig character in Blender 4.1 and import to...
One flaw of this tutorial remains - ROOT ROTATION
Tutorial:
-Find statue/3d model online you want to use.
-Download that bihhhh as FBX
Open in Blender
-Make it how big you actually want it IRL in the game (around 1.8m for a guy)
-Apply the scale (ctrl A)
-Install Rigify Blender Add-on
-Create metarig (Human)
-Watch all of CGDive's rigify tutorial during lunch breaks with Blender downloaded on your computer (takes a few weeks to get good probably, just during lunch alone!)
-Rig the character using the meta-rig
-scale both up 100x (to counteract the 100x smaller export we do to appease Unreal 5.4)
-apply scale (ctrl A) again
-generate control rig
-parent mesh (the downloaded character) to control rig, using automatic weights (look up weight painting tutorials if the automatic parenting isn't smooth, and if you get janky bone bending (elbows bending backward n shit, or moving the elbow moves the back when it shouldn't)
-make your animation IN POSE MODE using action editor
-look up "CGDive Game Rig Tools" and install to blender
-generate a game rig (to fix the broken Rigify hierarchy that Unreal will be mad about), NAME THE GAME RIG "armature" or "Armature", NAME THE GAME RIG "armature" or "Armature", NAME THE GAME RIG "armature" or "Armature"! Also, use the settings to "fix RIgify hierarchy"
-bake the animation (my unbaked animations are named UB_NAME; baked are named B_NAME)
-push the baked animation to NLA to save properly and avoid making 23 different blender files, 1 for each animation, like I did, which I'm manually redoing today
-export to FBX with .01 scale, selected objects, mesh + armature, and NLA tracks for proper storage, and anything else I did just in case I missed something
-import into Unreal with default settings and "import animations" checked, after saving your level and making a character to add the skeletal mesh (the character's body) to
-check imported files to make sure it looks good
-enable root motion in the animated files so your whole character can rotate (if making your character do a backflip or something in the animation) or move (if the animation itself should move your character, as all enemy attack animations do. A troll, when attacking, will take a big step during its swing, and stay there after finishing the swing.
-create an Anim Montage for each animation you want to test/use
-in your character, on BeginPlay, Play Anim Montage (with your anim montage name selected)
-add your character to the viewport so you can test it out
-everything should be working golden now
-I don't have time to respond to stuff and troubleshoot, because I'm a blender and Unreal noob who's working on my own game that should be Dark and Darker but with better more advanced sword/weapon combat than Mordhau and Chivalry 2 combined. I will likely never release it - it's so I can work till 44ish (25 now), then retire and live on interest, while playing my game in VR (once VR tech is good, I'll port it to VR) bc games are life unless a dark-haired lady steals my soul in the meantime
-I might respond tho, but I can't troubleshoot bc I barely figured this shit out.
-AIDA helped me in the CGDive discord (google it) - I was previously doing my animation in Object Mode, as all sources on YouTube will tell you, and that didn't work for me.
-he also told me I must scale down to .01 (he manually edited the Units in Blender, but I believe it's more convenient to just export with .01 scale)
-I found out that doing that but with default size would yield a character 100x smaller than you want, and the previews in Unreal would show you that the bones would be wonky and busted, so my fix is to scale the character 100x bigger than you would want, to counteract this.
-you cant do that scaling for an already-animated or rigged character. you have to manually scale the control rig and character up, THEN parent them with rigify, and so on.
-gl
Music: Ai Higuchi (apparently Youtube allowed me to cut out the other stuff that's copyrighted - allegedly Ai Higuchi allows her music on youtube? youtube says "owner allows the content to be used on youtube") - she has the best voice out there - clear powerful vocals - her best song is Akuma no Ko - go see her or at least watch:
• ヒグチアイ / 大航海 【Official Video】| Ai Higuchi '...
00:00 - Blender 4.1
16:05 - Autodesk FBX Viewer (to verify animation)
16:23 - Unreal 5.4
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