blender root motion ue4 - Unreal + Blender 3.0 Tutorial/root bone/ keep animations in place

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hello, everyone in this video I will show you how to   export the right root motion animation  from blender 3.0 to Unreal Engine,  for example, this is a correct root motion we can see when this model is moving forward  this root bone always moving  to follow the animation  when we select this "root  motion" and enable "root motion"  we can see a root bone and  this model hold location  this is a right root motion  we can use in Unreal Engine  let's see it's a bone level this is a root   and any other bone is under the root and the anime animation when animation is played  "Root" follow it and I will show  you a wrong root motion import this one is a wrong root motion because the first level bone   when the model is moving forward  this first level bone never follow it  when we select enable "root motion" we can see this model is always moving forward  we can't use this animation in  Unreal Engine as a root motion  I will show you how to fix it let's back to the blender,  first of all, you need to finish  your model and root motion animation  I find this from the internet  now I will show you how to skeleton tree working in the blender, for example,  this armature name I renamed it Diabolo  Diabolo is the name of this monster back to Unreal Engine, this Diabolo's bone level is this Diabolo and   the second level is this bone 999 back to Unreal is bone 999 is a second bone level,  if I select all mesh and select the armature  named Diabolo and export an FBX with root motion  it will be like this a wrong root-motion we can't use the Unreal engine  how to fix it follow my step-by-step  every step is very necessary including renaming let's back to the blender first of all, we need to rename   the armature to the default name "Armature" whatever you have renamed your armature   you have to rename it back to "Armature" a-r-m-a-t-u-r-e The second step rename armature modify, rename armature modified to the armature this is our armature modifier you can see  it's a little man with a cube in his hand  a m a t u r e then we need to   rename the first level bone to "Root" what is the first level bone  for example in this case this  bone 999 is our first level bone back to Unreal, we can see bone  999 follow mode location always back to blender how to confirm this bone is your  the first level, select this bone and "pose mode" hold "G" you can see the whole model is moving to  follow this bone 999 so let's rename it to "Root" select the mesh and select the skeleton  under root, I will show you how to do it  the select mesh then hold "ctrl"  hold "ctrl" select this "Root" bone this is the mean we have selected all mesh  and all bone under the root level export   FBX, I will set it to default  first, we need to select this "selected object" it means all mesh and the skeleton we have chosen then "geometry" select this "smoothing face"   armature doesn't select "add leaf bones"  then "baking animation" don't select  "All action" don't select "NLA strips" I will set it to default we need to select this "animation"   "import animations" "import all" now let's check this animation we can see "Root" is the first-level  bone and it will be moving forward   following the whole animation and whole model thank you for watching
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Channel: CG CatZ
Views: 3,965
Rating: undefined out of 5
Keywords: blender, unreal, rootmotion, ue4, ue5, export, FBX, Tutorial, Animation, workflow
Id: c41Di_Umhkc
Channel Id: undefined
Length: 7min 15sec (435 seconds)
Published: Thu Dec 30 2021
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