Hi I'm looking to get started in UE and was hoping to get pointed in the right direction when it comes to uploading characters and animations.
I have a character made up in 3ds max, textured and ready to go. I'm about to bring the base into blender and start rigging & animating him. If anyone has a good up to date tutorial on a max>blender>UE workflow I'd appreciate it.
My main concern atm is the clothes/obj's. Shirt/tunic/belts/weapons/sheaths/ and the base are all seprate obj's and uvw maps atm.
So to follow the base will I need to combine all of these objects before rigging/animating him or bringing him into UE? Or is there a way to rig and animate the base then upload the obj's to equip the character with interchangeable clothes and weapons that will follow the characters animations?.. I assume you can for weapons as they normally attach to and follow invisible dummies in most engines but the tunic and holstered gear I'm guessing will need to be united with the base mesh/uvw map..
Replies
https://docs.unrealengine.com/en-US/Engine/Content/FBX/SkeletalMeshes
https://docs.unrealengine.com/en-us/Engine/Content/FBX/Animations
Luckily, the skeletal mesh pipeline is kinda standard for years so the most of the information available in the doc is still valid. Doing the simplest search unfortunately did not result in good links regarding the interchangeable cloth, but I would say its kinda straight forward. There is a part in the doc where it talks about single piece of mesh versus parts. So from there you could figure out how to do it. If it turns out not to be so straight forward, I'm pretty sure, further search will give you what you need. There is a huge community for Unreal, so there is good information already available in the forums.