Hello everyone so with a huge experience with blender in video game industry i decided (and also a lot of people asked)on how to use blender in video game industry .I will be covering everything said in the video and hopefully i will help someone
https://www.youtube.com/watch?v=mdgqyLCP89Q
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And learning a new software isnt so difficult when you know another.
Especially with UV's I found a lot of shortcuts in Max and my workflow is pretty efficient and in the beginning, Blender will probably feel slow and tidious. But I guess that process of learning is worth it to have the right to sell assets or use them in my own games.
Thanks for making this guide, really useful compress information.
Will go back to watch it whole when I am switching over
https://www.youtube.com/watch?v=AA4V7nbgDwM
New video is up and hopefully it will help a lot sorry for delay on upload had a problem with the render It was aimed to be uploaded 2 days ago.Love the support and cannot believe it honestly
Yes, it makes UE-compatible structures confusing to *look* at, as the visual representation of the main joint axis will make them appear as going sideways.
No, this doesn't prevent in any way a Blender>UE4 workflow. It is a pain if someone wants to create animations compatible with the UE mannequin from scratch in Blender using one of the default Blender rigs, of course. But when it comes to *using* the Epic Mannequin skeleton structure (something that all UE marketplace characters are required to do), then this is a non-issue.
The only thing required for 100% UE4 compatibility is to edit the very top of the hierarchy so as for the structure to fully match with the Epic Mannequin on import. Everything else is a non-issue, probably coming from the fact that users assume that the "sideways bones" are the problem - whereas the thing that actually prevents compatibility by default is the top of the hierarchy that needs to be edited. All it takes to reverse-engineer it is to compare the imported sctructures in the UE skeleton editor, and it becomes clear.
I am absolutely not saying that it is easy or trivial to figure out - but it is far from impossible.
(source : have personally setup half a dozen UE4-compatible characters for the marketplace using Blender only, as well as SFV model mods which require an even more complex joint structure).
As far as I am concerned : nothing more than very simple edits to existing anims, using temp proxy bones to drive the UE ones.
Just to be clear - my point is by no means to claim that animating for the Epic Mannequin in Blender is easy. It obviously isn't, since it would require a duplicate of the whole skeleton, with each of the original bones driven by a re-oriented equivalent bone from the duplicate structure for position and rotation (and then another structure for the control rig itself). All I am trying to get at is that claims like "the Blender FBX exporter is not working" or "making stuff for UE4 in Blender is impossible" are unfounded
Now all that said ... it would really only take a little bit of effort from either Epic and/or the community to make a master file with a solid proxy setup ready for animation and export.