Tried that (or rather, it's set to that by default) Doesn't work. Reimporting the FBX into Blender shows the unedited normals, same result if the file is imported to UE4 (with import normals set)
You mean like in UE4 when you move something with the move tool and then press Shift to bring the camera along while you're moving the object? Or do you just want to orbit around the object while moving it? Please clarify your use case. As far as I know you can only do viewport navigation while using a tool with the knife…
@melviso thanks mate. I'm on the nightlies. I haven't got UE4 installed on this machine at the moment so can't test. You should download the latest from buildbot and test there.
@musashidan I am aware of the plugin by Epic. Is there a download link? I thought that the plugin is still WIP and yet to be released from the info on Epic's ue4 official youtube chanel.
Just realized that Principled BSDF doesn't have an "Ambient Occlusion" input for an AO texture which reacts to light, like in Marmoset or UE4. SSAO is great... but baked AO is even more important. Is there any workaround for this?
They're heavier than bones to be sure but if all you're doing is rendering out an animation with a few characters the time it saves you is well worth the cost. Epic used a blend shape rig with their kite demo and it was basically fine. If you want to make sure that it's super optimized you could potentially split the head…
You might take a look at this thread about using the Apex Clothing Tool with meshes exported from Blender. https://forums.unrealengine.com/showthread.php?5242-Blender-gt-Apex-Clothing-Tool-gt-UE4 Or this page on the wiki about using softbody simulation to affect armatures.…