I've been making trees in Blender using the sapling add-on today and was wondering about doing something similar - whether I can bake out the built-in sway animation from Sapling so it works in UE4. Might have to have a play with it.
-Yes, UE4 supports joints scale. However, its character retargeting uses translation (its good!) -Root Bone: You dont have to, but i would strongly recommend it. Have a look at the free assets from epic, you can export them from the engine into Blender with fbx.
The 2.75 did get changes to the scaling/unit conversion and how it's applied when exporting FBX and I too can confirm that UE4 now accepts the file with no complaints with 1x scale. This also fixes armatures and sockets scaling weirdly from what I've tested so...it's finally working (fingers crossed)
Anyone here that has worked extensively with exporting cameras from Blender to other apps? I'm particularly interested in Keyshot and UE4. I was curious if it was possible to arrange a scene in Blender (meshes posed and a camera shot created) and be able to export it somewhere else to be able to render the exact same…
@derphouse Some early critique for your addon (haven't tried it yet). The unreal / unity preset is it for green channel only? Could it instead be "invert green channel" checkbox it'd make it easier to understand. Let's say I work with Blender - Marmoset - UE4, I bake with default blender's or marmoset's settings so I have…
@Prime8 Well yeah, Cycles too. But most importantly Eevee, since it's real-time as UE4 is (still both Cycles and Eevee share nodes in 2.8, so both of them should be working with the same node setup). Also for masking detail normal map from unwanted areas, would be cool to know as an additional node setup with the normal…
For the FBX stuff I know someone has been working on updating the exporter to be more UE4 friendly. Here is the github for that. https://github.com/mont29/blender-io-fbx Haven't tested it myself yet but it seems to be a step in the right direction. But I really don't think that Gooseberry seems to focus on anything that…
If only Blender had also a correct way to blend detail normal maps with baked ones, like what UE4 can do. (The top left normal map is simply flat, needed for this to work, did this with someone's guide if I remember right). But @Prime8, thanks for the simpler solution with the Y+ and Y- situations. There's been few node…
Hi, I'm new to blender. How can I set edges to be hard/soft like in maya ? How to do this on UV borders? EDIT: I think I figured it out. 1. Viewport need to be shade smooth 2. Auto Smooth On 3. Select edges and set Mark Sharp ...and for uv borders, at UV editing panel UV> seams from island (with all edges/faces selected)…
Hi, apologies for another Blender nooby question, have you got any tips on the best settings to get rid of edges in the weighted normal modifier, I am finding it hard to get rid of some normals and I am trying to stick to Blender and not export back to Maya/3DMax to fix little issues. :) Any tips would be appreciated, you…