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 :D https://www.youtube.com/watch?v=mdgqyLCP89Q
Well to you maya and 3ds guys asking how hard it is.As you can see I have maya as well,and its pretty similar but I use blender just because I started with it and I feel better using it.So for the transition it just takes you to like get used to the user interface and the hot keys do get used to them and as well .Ofc I…
i would love to try blender. but im afraid if i'll ever do so... maya user here with almost no time available to learn a new DCC. hows the learning curve?
Heya - 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,…
@RyanB : I feel I need to jump in to attempt to clarify this. 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…
I will probably switch to blender too. It was my first 3D tool (with 15 yrs or smth) and I really like the idea of owning my assets :D 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…
The problem with Blender is the bones always use the Y-axis for the length of the bone. This makes it extremely difficult to use with Unreal if you need a skinned animated mesh. Try importing the mannequin and look at the bones. I've created multiple skeleton constraint systems to try and work around this but it's a lot of…