Batch Exporting Assets from Blender to UE5 with a Single FBX File

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foreign Luke here from 3D tutor have you ever had an issue where you're working with multiple assets but you're struggling to file manage every single one of them how about just wanting to speed up your process of getting all those assets from 3D modeling software onto a real engine project well if you answered yes to either one of them and this video is for you within this video I will teach you how to set up asset packs within blender and how to export them out within one fpx file then we will go over some quick Unreal Engine 5 options for multi-asset fbx file and we will finish off the video by going over how to modify and update the set items in case you want to make some changes to them down the line so if you're looking for a way to streamline your 3D modeling workflow and want to make your life easier then make sure to stay tuned for this video and learn how you can do just that so yeah let's get started in order to get everything out for Unreal Engine 5 in bulk first of all we got to make sure that we are exporting everything out properly so for us to do that we'll need to get ourselves all the items and right now they're all scattered around then if we were to just simply export everything out within one file will essentially get all of those origin points to be centered to the origin of the world because by default Unreal Engine doesn't pick up those origin points per points that we already set up so it would give us a bit of a chaotic type of situation in where everything would be hard to place so for us to fix that we firstly need to go ahead and get all of those items and make sure we set it up within the center of the world and that's actually quite simple to do all we got to do is just grab everything we have within the scene then we're going to need to make sure that the 3D cursor is going to be at the center of the world and for that we're going to hit shift and S and we're going to go ahead and we're going to go over the curse of the word origin option and this will basically reset the 3D cursor that we see at the very center this tiny bubble over here to be at the very center of the world origin and afterwards all we got to do is just click shift s again and get ourselves all the selections to the cursor and this will make sure that everything is placed at the very center and after we export it out I recommend you to click Ctrl Z to make sure to undo it in case you want to move everything back and readjust couple of items keep in mind that this entire selection when I'm putting it onto selection to cursor they're all doing this operation based on its own origin points so they're not putting the center of the mesh into the center of the into the 3D cursor instead what it's doing is it's finding the location of those origin points and you got to make sure you set them up properly so for you to do that you'd have to for example if I want to select this door you'd want the hinges to be on the side like this one over here you see this tiny orange dot this is the origin point and essentially what I ended up doing was I go to the edit mode I click free to go into the paste selection I select the face itself I click shift and S to get ourselves the cursor to active like so so we get our cursor over here then I go back onto the object mode by clicking tab right click go to set origin and origin to 3D cursor and that'll essentially make sure that even if I were to move my origin like so I've already set the origin to 3D cursor it's going to be setting it to the 3D cursor like so so now you can see it moved a little bit downwards which would be fine I reckon either way because we just want to make sure that once it's set up we can now rotate it based on those Origins like so unusual that's what you want to do for the doors but yeah anyways all of these assets are set up with its own unique origin points as you can see over here based on the type of an asset it is so for example these walls over here they have it set in the corner and they would work pretty well in this occasion so yeah going back to the to what I was saying I'm going to select the entire thing I'm going to go on to shift and S selection cursor and that that's not the way to do it so again I'm going to hold shift and S go to cursor toward origin first then I'm going to get selection to cursor and that will position everything within the center of the world but for status let's go ahead and have everything selected and I'm going to go ahead and go to file go to export options click fpx and now ask for the Apex options we need to make sure that we set everything up properly so for the operation presets we're going to go ahead and get only the selected objects to be exported this is only going to be a mesh so I'm going to make sure that's only going to be exported as only for meshes and then one more final thing in order to make sure that we have all those edges that are smoothed and out to be exported out properly we're going to have to scroll all the way down onto the geometry and there is a smoothing option which is by default set as normals only but the Unreal Engine detects them as a bit of a different type of information so for us to actually pick that up we're going to need to make sure that it's set as faces and essentially that'll pretty much be sorted and then once we set everything out like so we're going to go ahead and Export it out I'm just going to export this out to our desktop and just going to call this kid Bash castle like so I'm going to then click export and yeah that's it now after we're done with that after we take some time for it to finish up all the exports since this is a lot of pieces it'll take some time but once it's done we can click Ctrl Z to undo essentially this entire motion because when we want to move or modify some of those assets it's better to just keep them back in original state and then afterwards once we're happy with that we'll be able to move them back into the world origin but essentially now that we're done with with it like so we're going to go on to our project so I've got myself a nice empty scene opened up and essentially with a Content browser opened up if you're not seeing content browser by the way just make sure to click control and space and dock this little layout and I'm getting myself usually an empty folder just to make sure that all of those assets are going to be once they're unwrapped they're going to be nicely set up so yeah afterwards we're just going to click and hold and then drag the entire fbx file onto our content browser like so once we release we get fbx import options for the import options let's make sure that we have import a mesh selected and it's not a skeletal mesh so I'm just going to make sure that it's ticked off which as you can see it's going to give us the different options but essentially it's just a mesh just make sure that this skeletal mesh is ticked off if you do have a skeletal mesh or some animation within your mesh just make sure to separate them instead of keeping it as a bulk I recommend you doing that as it would work much better if static mesh and skeletal meshes are separated and essentially so yeah once we're done with that we also got to make sure that we go on to the advanced tab over here because a lot of options are hidden here and the most important one that we need to make sure we have ticked off is going to be combined meshes if this is not ticked off it's just going to give us one asset that's going to have all of those tiny assets and is going to give us quite a bit of a mess so let's just make sure that this is ticked off and yeah that's pretty much it in regards to setting it all up we're going to click import and it's going to start importing all of the assets after we're done exporting everything out we're going to get something like this this is uh using udem so it's going to give a couple of Errors for us but that's okay we can if it's not red error usually it's still usable anyway so we can click clear and you can see at the bottom right hand corner it's preparing mesh cards essentially it's just going to create well all of those assets is going to create individual materials or it should create individual materials and any textures that it has attached but usually I would recommend you to replace it the materials and the textures with just getting yourself material made an entire material set up for it and you can see them already being imported and now that we drag it in because we set ourselves up with a nice position within a world origin you can see that the origin of this bucket is going to be right as where we want it to be so let's say we don't like one of the objects or one of the assets and we want to replace them usually what you need to do is you need to set yourself up with um quick replacement which would be easy to do if it was a single object all you'd have to do if it was a single object just right click and click uh re-import I essentially after you're done re-exporting it out from blender or any other 3D software but if we were to do it like this in our project right away what would happen essentially if we were to just simply use that all of the assets from within are one pack the fbx file would be placed within this single asset so that's not what we want to do instead what we want to do is essentially make sure we update all those assets separately so the way to do it for bulk FPS files is actually going to be like essentially once we update uh the entire selection let's just say I updated something so once I've done modifying some of one of the assets I would go ahead and select them all back go back to selection to cursor which was already positioned at the world center then go to file exported out and fbx and again with the same settings I would essentially replace the kit bash castle fbx and once I'd be done with that essentially what we do is we go back to our project and we would drag the project file the fbx file that we saved it over again onto the scene like so onto our already set up folder and this would give us the original fbx import options we're going to make sure that all of it is set up as pretty much it was so I'm going to make sure it's not skeletal mesh and it's going to have combined meshes ticked off essentially after it's done like that after it's making we're making sure that the combined measures is not ticked on we can click import and what it'll essentially do is it's going to replace all of the assets and not only assets that will replace the materials as well so I'd recommend you to have set up the materials from scratch essentially and because you'd be setting it up from scratch what you'd have to do afterwards I think you'd have to essentially replace the materials again so let's say I had an original material applied onto an asset and then I'd want this or material to be uh replacing the ones within our folder so I'm going to go ahead and quickly do that and let's say I'm going to double click to open up the asset to make sure it's actually replacing the asset reference itself and I'm going to go ahead and do that by just simply dragging the new material like so into the area or where the material slots are if you have more slots you have to replace them each individually but essentially once you'd be replacing all of those assets like I just shown you by dragging it and using the fpx import I'm actually just going to do it again real quick and making sure that the skeletal mesh is ticked off making sure that the combiner actually tipped off I'm going to click import what you'll notice is once it's set up back onto the import I'm going to close the down and the material goes back to normal so the easiest way to re-adjust reapply the material would simply be to get onto the material that it's using so this one is being used by this one over here it's essentially the original material that we had previously and we'd want to go all the way drag it uh until we find the material that we created essentially the new material that we created will want to hold Ctrl select it so both of the materials the original one and the one that we made a new one is going to be selected we're then going to click right click on our Mouse we're going to go to asset actions and replace references with this option we can go ahead and select the one we want it to be replaced to so the selected one is just going to basically essentially replace every other asset and yeah we're just going to go ahead and select the new material that we created we're going to consolidate assets like so and essentially as you can see over here all the assets that were using this material are also going to be replacing those kind of materials so it's a quick way essentially of setting ourselves up with new materials so yeah essentially that's pretty much it in regards to the bulk edit workflow thank you so much for watching and I'll be seeing you in a bit happy modeling everyone [Music]
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Channel: 3DTudor
Views: 9,103
Rating: undefined out of 5
Keywords: blender, 3dtudor, tutorial, modelling, textures, course, beginner, cycles, eevee, low-poly, blender 3 tutorial, unreal engine 4 tutorial, unreal engine 5 tutorial, unreal engine environments, full blender tutorial, unreal engine complete guide, blender environment tutorial, unreal engine course free, stylized, stylized art, speed build, blender to unreal engine, UE5, UE4, Blender 3, blender 3, unreal engine 5, guide, training, speed modeling, zbrush tutorial, fbx, mesh optimisation, 3d assets
Id: jOwUcVUeLFE
Channel Id: undefined
Length: 12min 51sec (771 seconds)
Published: Thu Feb 09 2023
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