and then if you look right over
here, my object name is cube, so that's the name of my Asset. So the name of my objects,
the name of my Asset, folder structure-- if
your folders don't exist, it'll just create
those folders for you. So that's pretty simple and
pretty self-explanatory. There is this setting here. I'm going to touch on
this later in the stream and kind of explain
that, but I'm going to go ahead and open
up another example file, and I'll talk about
updating Meshes in Unreal. >>VICTOR: Before you do that,
James, one thing to note as well is if you'll look
in Blender in the UI right now, under the
scene collection, I assume that everyone
in the stream has at least played with 2.8. So the changes to grouping,
collections, layers-- things like that--
is pretty important. And so we should
touch on the fact that these collections
that this add-on adds are where you put the
objects and Assets you want going to UE4. And it's pretty
self-explanatory. Meshes, rigs, and extras. So, I don't know if you want to
go into that a little bit more. >>JAMES: That's a good point. Yeah, so basically how
this tool works is you can see that I'm
exporting this and it's importing a Static
Mesh, or later I'm going to show you how I'm
importing Skeletal Meshes and things like that. The tool infers a lot
of that information based on how they are
organized in these collections. So we have Mesh,
rig, and extras. So extras is not
really for you guys. That's where we hide a
lot of extra information that goes on in some of our
other add-ons and other things. That's just an
organizational thing. But the Mesh and rig
collections are important. So this is obviously a Mesh,
so I wanted to move this to the Mesh collection. I'll show you if I had this
in the scene collection and I have nothing over here,
and I tried to export this, it's going to say you don't
have the correct objects under the Mesh and
rig collections, because it doesn't know
what I'm trying to do. So you need to have
the appropriate object types under the appropriate
collection names. Yeah. So that's an excellent point. Also, this right here,
I'm doing using a hotkey. And that's just
because I went here and I just changed
that shortcut. So by default I
wouldn't have a hotkey, but I just mapped
it to Control-U because I like using the
hotkey instead of the menu. Yeah. So I think we're good to go. And I'm going to move
on to another example. >>VICTOR: We had a few
questions, if you don't mind. >>KAYE: Let's do it. >>VICTOR: We'll answer
a couple of them. They were curious in what format
the Static Mesh is exported in. >>KAYE: So I've seen
some discussion about this going forward,
and to answer that question, it is using FBX, but
we are not necessarily saving a file, per
Se, to disk, and then having to go to
UE for an import. We're sort of piping that data
and the proper settings recipe for UE4, which is
really where-- like that's sort of the secret
sauce of this whole thing. That's not really so
secret, but that's sort of what we're
piping to UE4. And then the Python
plugins that James showed earlier, that's actually
what's handling that import information. Now you'll see a
little bit later-- we already sort of
let the cat peek out of the bag a little bit
with one of those options that mentioned Rigify. You'll sort of see that
we do have the ability to pull up the import options
for things coming into UE4, but in the simplest cases,
such as just a Blender cube, and color change on a
Material, and things like that, you can just send it directly. And we've sort of
set those settings for the best case scenario for
what we do here making games. And so that sort of-- hopefully that answers
to the question, but ultimately it's FBX. Like that's the transmission
layer, I guess you would say. >>JAMES: Yeah. There's no magic. It's just FBX import, export. And we're just speeding
up that process that you would do manually, and
setting the correct settings for you so they
work hand-in-hand. Another thing that I
also should mention is-- this doesn't matter
for Static Meshes, but this add-on actually
will set your unit scale. So this is important
when you start moving into Skeletal
Meshes and you're taking Assets that
were from the Engine, and you start putting
them in Blender. Unreal is in centimeters. So we're just putting
Blender in centimeters. And that way, there's not
going to be any abnormal scale factors when you pull in
Assets that were from Unreal. >>VICTOR: That was
another question, if it has the appropriate scale. So 100 units in Blender will
be 100 units in Unreal, right? >>KAYE: Yeah, that was one of-- that was probably
the first thing that we tackled,
was let's figure out exactly what settings match
the scale in Blender to UE4, and back and forth,
so that we can really have like a complete
ecosystem, where it's not-- using Blender on things like
Fortnite and other projects here that I worked on over the
years, it's always a fight. Like I totally hear you guys
when you're out there going, why does this come in all crazy? Why is this turned weird? Why doesn't this scale work? I was fighting the same things. And so we finally
got it nailed down. >>JAMES: Yeah. So like you can
see here that this is 0.3 meters just in Blender. And then if I go and I
export this over to Engine, and I pull this in,
that's 0.3 meters. So yeah. So scale should be one to one. Yeah. So the next thing I
wanted to talk about was basically the UAsset
information. So when you import
stuff into Unreal, it generates that UAsset file,
but we're reimporting an FBX file onto our UAsset. And it's like, so-- the stuff
that I change in my UAsset, is that going to
get overwritten? Or how does this
tool handle that? So you can see here that
I just have a modifier. And I'm just going
to put this up here. And I'm going to export this. And let me just go
in here and play. So you can see that
these stairs here-- so it has that simple collision,
just that default collision when you import Meshes. But say I wanted to modify those
settings, if I go over here and I go to the
actual Mesh settings-- >>VICTOR: On the Details
tab just to the right. >>JAMES: Yeah. So I go to here to
the Details tab, and set it from just
the default to the-- right here. So I set it to use
complex collisions. So that's just one
example of a property that I changed on
the actual UAsset. And so we have-- this is working as we'd expect,
or has those new collision settings. I'm going to go ahead and
just modify the model again, and I'm going to hit
Control-U and export, and it's going to maintain
those settings that I set, and it's not going to
overwrite them back to it. >>VICTOR: Whoa. >>KAYE: Storm. >>VICTOR: Yeah. We're still-- chat's still up. >>KAYE: Are we still
with you guys? >>VICTOR: Can you check
tornado warnings? >>OFF-SCREEN VOICE: [INAUDIBLE] >>VICTOR: Yeah, I am. They can still hear us. Apparently they
can still hear us. OK. >>KAYE: So we're in a
crazy weather situation right here at HQ. It sounded like tornado
warnings and such. >>VICTOR: We can actually hear the
rain in the studio right now. >>KAYE: It's pouring outside. >>VICTOR: And this
is the soundproof-- OK, I think. >>KAYE: If you see us dive,
then-- >>VICTOR: All right. Now we just need to
get the PC back up. Yeah. So I guess it's just us. We got Blender right now. >>JAMES: Do we have questions? >>VICTOR: We have lots
of questions, yes. >>KAYE: Let's talk to you guys. >>VICTOR: Let's go through them as
our demo PC here is restarting. Thanks for that. Kind of a little bit
out of our control. >>KAYE: What are
you going to do. >>VICTOR: First time for me,
anyway, sitting here and everything just went boom. >>KAYE: I kind of
wondered if that was going to happen given all
the weather issues we had, but you know what,
show goes on, right? >>VICTOR: Yeah, hand
me over there. All right. Have to boot this up again. So they're definitely wondering
a lot around animations, Textures-- sort of
what level of support, and sort of how many
types of bridges does the add-on support. >>KAYE: So here's what
I'm going to say. We have more streams
scheduled on the way. We're not trying to be
cheeky with that or anything. It's just a lot to go over. There is a lot packed
into this thing, and we can't fit it
into just one stream and then sort of
just give it out. There are a lot of factors that
play into that for a studio. And so you know we are
handling animations, and you'll see a little
taste of that in the demo. I will say that you guys did
see the buzz word for that one option of Rigify. And there is support for
it, and it does work, and we are going to
be demoing hopefully the sort of base level of that,
as it concerns the Mannequin, in the next stream. And so, yeah, we hear you. I will say that Materials
is something-- Materials and lighting is something
that we have not tackled with this add-on
other than simple Materials, would you say? As far as like a
Material network and how that relates
from Blender to Unreal, we have not gone there. So we're talking
just sort of color-- >>JAMES: Basic FBX import,
export. So anything you
can do with that, you can do with this tool. >>KAYE: Absolutely. >>JAMES: And then just in general,
the appropriate settings for doing the thing
you want to do, that's what this
is helping with. But it's just FBX
export, import. >>KAYE: Yeah. And the thing that we are-- the
sort of impetus behind what we want to do with this is not
only open this software up for absolutely professional use
by people who can make it sing here internally and in the
games industry in general, but especially with our Engine-- but also the community. We have a Marketplace
out there full of Assets, and there are so many
questions that I've gotten for years and
years on UDN about like-- I'm doing my project, how
do I use the Mannequin? How do I use this weapon pack? How do I use this stuff that I
just bought on the Marketplace in Blender? And it was fraught with issues. And so one of the things
that we definitely want to do is say hey, this is going
to work for your Marketplace Assets. That's why we're
starting simple. That's why we're starting
with the Mannequin. That's why we're sort
of rolling things out to you guys in that
order, in that way. I know it's a little bit
of a different sort of path than we've taken in the past to
sort of have multiple streams, but there's a lot of
stuff packed in here, and it's really big. And we really want to
do it justice instead of just kind of lobbing it
over a fence and being like, figure it out. We really want to roll it out
to you in the best way possible. And so that's sort of
where our logic is. And it's still pouring
rain, but we're back. So I'm going to turn
it back over to James. >>JAMES: Sweet. Yeah. So in that last example,
we saw that we had we just modified a property on
our imported UAsset, and then we re-imported
and it kept our properties, essentially. So that's basically
how this would work. If you modify any
UAsset properties, it should respect those. And when you re-import,
all it is is just pulling in the new FBX data
from Blender that you made. So with that, I'm going to go
into some of these preferences in the add-on settings. So if we go over here
to the Preferences tab-- we've covered all
the basics here. And so we're going to go
into the advanced settings. And you'll see there's a
few extra things in here. And there's a whole new
section, Asset Validations. This next example, I'm
going to do an LOD import. And so, if I wanted
to import LODs, it's not going to let me import
them unless I run some Asset validations. And that's this Asset validation
that checks the LOD names. So when you are trying to
import LODs into Unreal, it needs to have a
naming convention. And you can see that we have-- what I did here is I just
added the default monkey head and then I added two
subdivisions to one of them. And that's just my LOD-0. And then I have this other one
that's just the basic monkey. And so that would be our
second level of detail. But the Asset
Validations are there to let you know that if you
have some name that is not-- that is going to error
out on the Engine side-- so it's going to look like it
exports fine from the tool, but on the Engine, the
Engine is not going to know what to do with that. And you're going to
get a bad import. Basically, it's just going
to throw you an error and say that this object Suzanne
LOD, whatever, does not follow the correct naming conventions. Basically, all those
validations are there to help you as a user
not make simple mistakes. So a lot of those are
beneficial to just keep on so that you can just
kind of validate some of the stuff you're doing
before you send stuff over to Engine. So, yeah. With that, I have my Meshes
in the Master Mesh collection, and then I'm just going
to export this to Unreal. And I'm going to go
over to that folder. And so you can see here,
by opening this up-- Pull this down. So if we take a look at our
monkey that we just imported, it's in the auto LOD
now, so this is LOD-0. And then if I take
this down to LOD-1, you can see our LODs are
coming in as we'd expect. So if you want to make
your own custom LODs and not use just the
auto-generate LODs feature in Unreal,
you could totally make your custom ones in
Blender and use this add-on to just send them over,
modify, and whatever. So, yeah. That's LODs. I'm going to go into some
of the other validations. So I'm going to open up
another example file, and I'm going to do the
Materials and Textures one. So I just have this
basic cube here. And it has a Material, and
it has a Texture on it. So I'm going to show
you these other two validations in the preferences. You go to Pipeline,
Advanced, Asset Validations, and I'm going to check
on both of these. And personally, I think that
you should probably always have these checked on, because
this is just good practice. But it's going to check if your
Asset has any unused Materials, and it's also going to check
if you have bad Texture references. So right now, it's fine. So if I hit Control-U
and send this over, you can see that we have our
Materials in-Engine and stuff. And you know, it looks good. I think by default,
FBX is just going to pull over your color
and your normal maps, but nothing else is really
going to be linked up. So if we wanted to, or-- let me demo how these
validations are working. If we had a, say,
unused Material in this, it's going to yell at us. So say I added
another Material here, and I'm just going to
call this Material blank. So obviously this Material is
not affecting the object here, but we still have
another Material slot, and so if I export this,
it's going to say error, Mesh cube has an
unused Material blank. And so, you could
be like, oh, OK. And then I'll just go
over here and I'll just remove my Material and
then I can send it over and everything's fine. Another thing is the
Texture references. So right now I
actually have this on. It's referencing an
image, this Unreal logo. So I'm going to just delete
that Texture right there. And so right now, the
image data is still cached in Blender's
data blocks, so it's going to export fine now. But if I was to,
say, close Blender, it's going to clear
out those data blocks and then it's going to try to
pull in the Texture reference again. And when I pull it up,
and I open that project, you can see that we
have this cube here. We have this cube here and it
has a null Texture reference. Now, it's pretty obvious now,
but let's say you were here and you're just
working like that, and you're like I'm
going to send this over-- and actually, let me go
back to the Preferences and turn on those validations,
because we restarted. >>VICTOR: They were asking if it
was possible to do custom Asset validations. >>JAMES: Like, write
your own validations. >>KAYE: That's an awesome idea. >>JAMES: Yeah, that
is a good idea. There's no support right now,
but I think, like we said, this tool is still
under development. And we're adding features
and fixing bugs and things like that. So a lot of that
stuff might change, and that's a good idea,
that maybe you could just put in your own custom
little snippet of code that would validate something,
and you could run it. So that's a good idea. >>VICTOR: And I know the launch
plans are also sort of-- I mean this is in
development, right? So everything could
change leading up to that. But they were wondering
if it will be open source. Will they have access to the
source code of the add-on? >>KAYE: So, as far as I know
right now, the thing that we are working toward, assuming
that we can make it happen at sort of a larger
business level, is to make the add-on
available somewhere. And obviously, I mean, in
the spirit of open source-- UE4 is open source,
Blender is open source-- I can't imagine that we wouldn't
at least have it open source and you guys can have the Python
code right in front of you. >>VICTOR: And then
they will also be able to look at how we're
doing the Asset validations. >>JAMES: Yeah. All that code is right
there just in the add-on. Cool. So, yeah. Now that this has opened up,
it's not necessarily obvious that this has a bad
Texture reference, but you know, I send it over,
it says Material contains a missing image, Unreal logo. So you can see that that
validation is working. So the validations
are just there really to help you
with certain things like that that can pop up. Especially when you're pulling
stuff off the Marketplace and you have missing Texture
references or unused Materials and things like that, this is
just kind of a sanity check for you to keep you
from having to deal with some of those situations. So I'm going to
go over and we're going to move into
Skeletal Meshes. Yeah. So now we have the
Mannequin, and so I'm going to show you
how you would handle, or how this tool handles,
Skeletal Mesh updates. So we're just back
in this folder here. And all this is just all
the add-on default settings. I'm going to hit Control-U. And so it's going to
import our Mannequin. So you can see it imports
it with a skeleton. It imports it as
a Skeletal Mesh, and then there's also
those Materials there. So yeah, like I said
before, it knows how to do that because of
the actual collections. So I just moved this-- the rig to the rig
collection, and I moved the Mesh to
the Mesh collection. So if you put those in
the right collections, it should know what to do. With that being said, if I
had, say, my Mesh hidden, it would do a
skeleton only import. Or if I moved the Mesh
outside of the collections or say, just put
it in the scene, it also is going to just
do a skeleton only import. So I kind of like
to work that way, because I like to see the
Mesh and edit my animations, but just do updates
on the animation if that's what I'm trying to do. So that's what I'm
going to show you now, is how we would do animations. So for this, I'm just
going to go over here, I'm going to pull
this up, and I'm going to go ahead and
actually just switch this over to the Dope Sheet. And then I'm going to change
this to the Action Editor. And working with a limited
screen and screen space here, but I think y'all can see. But I'm just going to hit
a key rotation key frame, and actually I'm just
going to actually going to key all of these rotation. And then I'm just going to key
this one at say like frame 50. Or here. We'll rotate it, and
then we'll key it. So we have this animation
right here, right? So I'm just going to
hit Control-U. And let's see, what does that say? OK. Yeah. And so here is our animation
that we just imported. So it's called root
action because if you look in the Action Editor,
it is called root action. What I'm going to do is I'm
actually going to rename this. I'm going to rename this to-- I'll do it-- leg raise. And then I'm going to
create another action. So I'm going to
create another action. I'll call it arm raise. And actually, I'm going to go-- I'm just going to
go full screen here. Yeah. So I'm going to go
full screen here. I'm going to pop over
to the Animation tab. I'm going to change this to
the non-linear time editor. And then this, I'm just going to
flip over to the Action Editor. So you can see that we have
this arm raise animation, which we want to basically
take all these keys, and take all these
keys and delete them. And then I'm going to go
back to that arm raise. I'm going to key
all the rotation. Go here, and then I'm going
to go into the skeleton here. Let's see. Grab this bone,
and then I'm going to just rotate it like that. So you can see that we have
this arm raise animation, and then I go to the leg raise. We have our leg raise animation. So we have two different
animations, and both of them-- both of these animations
are stashed on this rig. So if we export this-- So we have-- let me go over
to my preferences here. Go to these advanced. And so we are stashing--
we're auto-stashing-- these animations here. So what we want to do is
we want to get rid of-- and actually, let me just pull
up this full screen again. So we have two animations
on our character. We have the leg raise,
which is the active one, so that would be the only
one that would get exported. So it's basically
just auto-stashing your active animation. That's what that auto-stash
setting is doing. Now, if we wanted to
export two animations, let's go to our arm raise. So now you can see the
bottom track says leg raise. The top one says arm raise. I'm going to push this
down in the stack. So now we have arm raise and
leg raise in our NLA stack. So I'm going to hit-- I'm going to put this
over the side again. I'm just going to
remove this old one because we renamed it anyways. I'm just going to hit
Control-U. And you can see that we imported our
two different animations. Now this is where we get
into those extra validations. So I have some animation
validations, and-- so right now it says stash
and mute all animations. So you can see this
little mute setting here. So I could see a situation
where you as an animator, you might have a bunch of
animations on your Asset, but maybe you only want
to export one of them or just two of them or
something like that. So you want to be
able to mute those. So if you uncheck that
option right there, you just have to
manually make sure that you have all your
animations listed here, and you don't have one
active animation up here. So you have to just
manually stash it. It will auto-stash the
top level animation when you have this
option on, which is why that's the
default, But If we go here we just have two
validations, so we can check if actions are muted. So if I just wanted to
run that validation, you can see that I'm going to
mute that animation, right, and I'm going to export, and
it's going to say, error. You're trying to
export animation and one of your tracks is
muted is what it's saying. So if none of our tracks are
muted, we can send them over, and, you know, there's
not going to be an issue. And then also, if we wanted
to-- like I was saying, just export one of
these animations, all we would need to do is
just unmute the ones you want to export, and then
in your preferences-- if I can grab the
preferences here-- you would basically have
your validations unchecked, and then you'd also have
your auto-stashing unchecked, because that's also going to
unmute everything for you, so you don't want to unmute
them if you're trying to work with just one active animation. So right now, if you can see
here-- let me pull this over. Leg raise is the
unmuted animation. Arm raise is muted. So if we hit Control-U-- and leg raise comes over. Arm raise does not. So yeah, let's just go
over here to leg raise, and I'm going to
go to my layout. And yeah, I'll just kind of show
you just it updating animation. So I'll take this, put
it over on the side here, and make this a
little bigger for you guys. So we have our leg
animation here. And if I wanted to say, let's
just modify this animation-- and here, I'm going
to rotate this. Add a rotation keyframe,
Control-U, and there it is. We can see our
animation updating, and we're rapidly just
adding keys, changing it-- I didn't key that. Yeah, add a rotation,
send it over, and then you can see that
we're just rapidly changing this this animation. So that's basically
how important Skeletal Meshes works. I mean, the Mesh itself,
you could go in here and just say we went into-- let's just go into
sculpt mode. And I'm going to say, tweak
the shape of this guy's head, just kind of so you
can see that there's some changes happening here. Yeah. So we have that. I'm going to send that over. And we don't have the
Mesh re-importing, so I'm just going to
move that to the Mesh. So now we're actually going
to be updating both, right, so I'm going to send that over. And you can see
the heads updated, but everything else is
still staying intact. All of UAsset data that were
modified in the Engines not getting broken . So yeah, that's Skeletal Meshes. If we want to go over. And for this last one I
have animation updates, which is really just how can we
update existing-- or overwrite just animation in the Engine. >>KAYE: So, while you're
pulling that up, I want to do you just a
little breather here between. So y'all, like,
those bones, right? Like, it's crazy. Because of the way Blender
handles bones and LRAs and how they define joints
with head, tail, bone length, role things like that. The demo that we're
showing, again, is the foundational base
of what is being used and what we will be rolling
out in the coming streams. So, yeah, we are
in no way saying that you should animate
these joints based on the way that we're demoing this--
this is a functionality as far as getting it to Engine. It's coming. So-- It's Coming. >>JAMES: Yeah, we have
stuff to handle that. We just aren't going to dive
into it now because we have-- >>Kaye: We don't have enough-- We have three hours. >>JAMES: We have plenty of time
to cover what we have now. But, yeah, like a lot of
DCCs handled those rotation orientations differently. And so we have a solution
that should generically just fix whatever rotation
gets spit into Blender. It'll fix it and
things will be fine, but that's for another stream. >>KAYE: Yeah. >>JAMES: So the next
thing I'm going to cover is the importing
on to the Mannequin. So say we wanted to modify
the Mannequin's run. So what I did here is I pulled
in the Mannequin character's run animation. And I will show you
here-- let me just change this to the Dope Sheet. And then I'm going change
to the Action Editor. I'm going to scroll over here. You can see this is called
third person run, right? And if we go over
to the Mannequin and we go to
animations, we can see that we have this animation
called third person run. So these two names
are identical. So all we need to do is we need
to import the animation on to-- on top of this. We want to trigger a
re-import of this animation. But we don't want to lose
all the other information, because this is tied
to Character Blueprint and it has Materials
and all that stuff. So we just want
to basically tell this add-on to import the
animations to this folder. And we have the name
so it'll overwrite. So if I go to the Preferences-- and what I did there-- there is this feature
called Copy Reference. And so it'll copy the
internal reference of this or this Asset. I'm just interested in the
folder, so I'll show you. >>KAYE: Yeah, let's run
through that one more time once we get in
here to the path. >>JAMES: OK, yeah. >>KAYE: So we can show exactly
where you're copying from. >>JAMES: Yeah, so I'm
copying the reference here. And I could literally copy
anything in this folder, because what I'm going
to do to this path is I'm just going
to paste this in. And you can see it has this
third person dot third person run. What this path is looking
for is just a folder. So we're looking for-- We're looking for a game
Mannequin animations. Because you can see Content,
we're in Content Folder, Mannequin Animations and then
see third person is there. And then that's what it's
going to be named right there. So that's how that's
going to work. So it's just going
to overwrite that. Now, there's two ways
that you could do this. There is in the
actual character-- because we have
we have the simple and we also have the
advanced settings. So in the basic settings,
what this does is it will go to this Mesh path. And it basically says, I'm
going to import my Meshes here. But, it also says-- if I'm
doing an animation only import, I'm going to look inside this
directory for the first thing that is _skeleton. So that works in this case,
because there's nothing-- there's no other
skeletons in this folder. But if need be, you can
do a direct reference with this advanced option. You can tick that on and you
can copy a direct reference. You can copy this reference to
the skeleton, paste that in. So that's the skeleton that
we're going to import on. >>KAYE: I want to like triple
emphasize what James just said. So, if you do have a directory--
much like AAA game studio would-- they might have multiple
skeletons or multiple Assets in it for whatever reason-- and you don't specifically
give it the Skeleton Asset. Just to reiterate
what James said, it's going to find
the first thing it finds with underscore skeleton
and try to import on that. So if your project
is not setup clean-- if you're doing a Jam, if you're
just like working on a project or demoing some stuff,
keep that in mind. My workflow, I would always-- I'm just that detail person. So I would always be like,
I want the direct path to the skeleton. I want no choice. That's how I like to work, but
you guys can make that choice. >>JAMES: And also this allows you
to separate where the Mesh goes versus where the skeleton is. Because, say, in
your project you're reusing the same
skeleton in this game-- that one skeleton
that you're using is in some arbitrary directory. But you want to put your
all your different Character Meshes somewhere else,
you still need to just map to that skeleton and then say
that Skeletal Mesh UAsset just goes somewhere else. So it doesn't have to be in the
same folder as that skeleton. So that's another way
you could use it is a, I want to put stuff here-- put Meshes here. But I want to map to some
hero skeleton or something like that. >>KAYE: Right. >>JAMES: And so, yeah, I put
the Mesh path in there. You don't have to do that
now because we're not importing a Mesh, but if
we were importing a Mesh we would do that. So I'm just going
to send this over. We haven't modified it yet. It's just-- it's the
exact same, but I'm just going to just send
this over real quick. So if we go here and hit
Alt-P and just walk around, there's our Mannequin
run animation. So we just re-imported this,
but let me go here and I'm just going to-- or is it control-space? Yeah. I'm going to go here and I'm
going to modify, actually. Yeah, that. I'm going to modify the
actual keyframes on this. So if I select-- So I select the arm here. I select the arm
here and I'm just going to delete
the arm keyframes. And I'm just going to add
a rotation keyframe here. And then let's just add a-- do the same thing with this arm. So I'm going to
delete these keyframes and then I'm just going to
rotate the arm up like that. So I'm not sure this guy's doing
but that's our new animation. >>VICTOR: I like it. >>KAYE: Looks amazing. >>JAMES: And so I'm just
going to Control-U. And so we just imported that and
then what I'm just going to do is hit Alt-P and you
can see there that's our new running animation. So, yeah. It's as simple as that. You just map to which
skeleton you want to import on and then where you want
to send your animations. We're overriding that one
animation uAsset, which is tied to an animation
state machine, but all that stuff
is staying intact. We're just changing
that FBX information. So I think the
only other thing-- so I saw a comment
about morph targets and I can show you
how to do that. And also that will show
you the last setting that I'm going to show you. And that's-- it pops up
the UI, the import UI. So if you have something
really custom or advanced that you want to do, you
can do that on your imports. I'm just going to do a new file
here and I'm going to delete-- I'm just going to delete all the
stuff and just this collection. I'm going to delete
this collection here. Yeah, let me add a cube. And I want it to
be like two meters. I want to be like
two meters tall. And I'm going to go over here
to the actual shape keys. So my base shape, I'm just
going to say two shapes here. And then I'm just going
to extrude this like that. One thing to note about
when you're making a shape-- well, it's going to find the
shape keys when you import them as morph targets don't have overlapping vertices. If they're in the same position
on the import, to Unreal, it might just merge
those and then it'll break your morph targets. So you don't-- if you're having
issues with that you might check and make sure that
you don't have overlapping vertices. So that's just my basic
shape right there. I'm going to add
another shape key here and I'm just going to grab
this up here and scale it. So if we tab back here and you
just play with this value parameter, you can see there--
that's our shape key. So let's go back to this
untitled Asset folder. I'm going to delete the stuff
we put in there earlier. Actually delete this too. I'm going to go over
to my preferences. So this is the other thing
that I hadn't touched on yet. But I think this is the last. Actually, there is one--
there's one other thing here. There is the smoothing options. So by default it's face. So in your FBX export
settings in Blender it gives you these
three options. So if you need to change
your smoothing options when you export from Blender,
that's available in your advanced options. So if you need that then I think
you would know how to use that. So the other import
settings, right here. And this is kind of a
catch all, because I have some of the basic things
here that are automated. And then this Launch
FBX Import UI-- if you can't do it with
the tool launch this and you probably can do it. So this is just going to
launch those import UI. It's going to launch the
important UI the first time. The second time it will not. So if you're doing re-imports
it will not relaunch the UI, it'll just maintain the same
settings you set originally. So that's kind of nice. So if I launch this
FBX import UI-- and this, I'm going
to move it over. Got to always remember
to move your Meshes over to the Mesh collection. And hit Control-U. You can see
it pops up the import UI here. So it's suspending that
and popping up this thing. When you're doing
morph targets you want to import a Skeletal Mesh. You want to click this down
to see more of those options there. And then you want to
check this option that says import morph targets. So if you just click
Import it's going to say there's no bind
pose on the skeleton and that's just because that's a
null skeleton, but you need it. And here is our shape key. >>KAYE: Nice. >>JAMES: So there's our
shape key in Engine. And say we're over here and we-- oh, I want to change
the shape of this-- that's my-- that's my
new pose or something. Export over and then here's
my shape, value over here. Or my morph targets in Engine. >>VICTOR: They were wondering
about morph target animations. >>JAMES: Morph
target-- I mean, you can animate those parameters. I think Kaye probably-- >>KAYE: Yeah. >>JAMES: --could talk
more to that stuff. >>KAYE: Yeah, absolutely. I mean, we should try it, right? We don't have anything
in this demo for that. But as we get into the sort
of Rigify and character sides of that, we'll
definitely touch on it. >>VICTOR: Neat. We definitely have
a lot of questions-- >>KAYE: [LAUGHS] >>VICTOR: --still outstanding. And so if you were done
with your presentation-- >>JAMES: Yeah. Yeah, I think I'm good. >>KAYE: We're done. We're out. >>VICTOR: All right, all right. See you all. Does the pipeline export process
use the only deformed bones option for exporting
animations and armatures? >>JAMES: So is that in the FBX
settings they're talking about? Or-- >>KAYE: Yeah. >>VICTOR: I'm not sure. >>JAMES: Yeah. >>KAYE: If you're basing it off
the settings that we worked on, I never use only deformed bones. >>JAMES: Yeah, I believe
that was turned off. >>KAYE: Yeah. Because-- >>JAMES: I could-- yeah, I
would have to re-look at what the exact setup is, but-- >>KAYE: Yeah, I never
use that as a workflow. I always do the entire
skeleton just because we're talking about UE4. And that is more-- that option in the export
is more informed by UE4 because of the way it
deals with skeletons. And I like making sure that I'm
updating the entire skeleton every time. >>JAMES: Yeah, what we did
with the FBX settings is we kind of were
like what are the most common or generic
settings that we would need to do all this stuff. And then we just have those
hard set to those values. I was tossing around
the idea of just like, we could expose some panel that
has every single FBX export option. And that could be
in another panel that is just like FBX exporter
or something like that. But, yeah, if some of those
settings are important we can totally expose them and
it would work with the tool. >>VICTOR: Cool. Does it work with a master
scene that uses linked objects? >>JAMES: I haven't done any
stuff with or tested out any of the linking stuff, but-- >>KAYE: Good call. Yeah, we could-- >>JAMES: Yeah, I
mean, that's more-- >>KAYE: Add that >>JAMES: --look into >>KAYE: --to the list, for sure. Yeah, we'll check it out. >>VICTOR: And that's also why
we're doing these streams, so that we can get a
little bit of feedback and see what people
are looking for-- >>KAYE: Yeah, well, like I said
earlier, the spirit of all this is open source. And so we're over here making
a really cool tool for us to use inside HQ as well
for all of our games. So, yeah, that's a great idea. Cool. >>VICTOR: Will this
support Alembic? >>JAMES: Like I said, right
now, we are using FBX. Blender has several
export options. Unreal doesn't have a
ton of import options. So we have to use
some format that is both going to work
with Blender and Unreal. So FBX is the best
one right now. >>KAYE: Yeah. >>JAMES: If there's more
Alembic support or something like that-- I don't-- does
Alembic support bones? >>KAYE: I'm not sure of
the Alembic support. I know that we have used it in
the past for internal projects for various things. Currently-- and that's
something that we can definitely look into on our side in
the future, the near future. But, keep in mind
too, that what we-- the one thing that we are trying
to accomplish first with this is based on a lot
of the UDN feedback that we've received for
years, which is Marketplace, Marketplace, Marketplace. I'm trying to do a project. I'm trying to do a Game Jam. I'm trying to just get something
off the ground using Blender. Very small studio. Very small group. And I don't know why this
Mannequin is doing this. Or, I don't know why
when I got this character off the Marketplace that's
based on the Mannequin it's doing this. And so those are
really the things that we're going to hit first. I know there was some questions
about hair and Alembic and things like that. And those will definitely-- I'm going to actually
turn this around too. I'm going to put some of
this on you guys, because-- and I say this to a lot of
groups that I talk to-- when I get questions about
some of the sort of more advanced things like using
Alembic for hair or anything like that. We need to hear your voice. We need you guys to scream
at the top of your lungs that you want us to handle
that, so that we can then scream at the top of our lungs
and get resources to handle it. Right now the loudest voices
we have been hearing for years is Marketplace and
downloaded Assets and things of that nature. And that's definitely what we're
handling first and foremost to get all of our indies off the
ground and get smaller studios smaller teams. That's not to say
the stuff that we're going to talk about in the
coming weeks isn't going to solve your
professional level work, because I believe it will. But, that's kind of what
we're answering first. But we will definitely
put Alembic on our list and check into it and
see what we need to do. >>VICTOR: We should spin up
a forum thread specifically for feedback and
discussion around-- >>KAYE: Absolutely. >>VICTOR: --tool features. >>KAYE: Absolutely. >>VICTOR: Yeah, we can separate
that and keep each forum announcement post
for each stream, specifically regarding that
stream and then another one that's-- >>KAYE: Absolutely. >>VICTOR: --for generic across. Just a tool. >>KAYE: Absolutely. >>VICTOR: Yeah, we'll get on
this. >>KAYE: And the other
thing too, I think, one of the other reasons we've
been doing this and we're here is because Epic-- we want to have Blender as
an option for our artists. >>VICTOR: Yeah. >>KAYE: And, so, yeah,
we're not going away. We're not going to vaporware. >>VICTOR: They are-- there
was a lot of questions around sort of moving Materials
from Blender into Unreal. They were mentioning like, oh,
what about procedural Blender Materials? And will it try to remake
shaders like Datasmith? Could you talk a
little bit about-- >>KAYE: Yeah. >>JAMES: Yeah, I think I
kind of touched on this, but I'll say it again. It's just it's just your basic
FBX export import right now. Theoretically, we could
remap those Materials if that was something
that we did. Right now, it doesn't. It's just if you export-- you say the principal
and shader with the color in a normal map, that's
what it's going to pull in. And that's the same
thing that it's going to pull on when you export
and FBX file and pull it in. So there's no-- there's
no like shader node setup or anything
that gets shared. >>KAYE: That's the other thing
too is I know that there's other developers
out there who are working on some of that tech-- as far as lighting and
shading goes and rendering and the back and forth between
DCC or Blender specifically and UE4. And that's not what
we sort of set out to do with this at this stage
we are we are again handling the very basics of
Marketplace Assets, in and out, animations, being
able to animate a character-- whether it's on the Mannequin
or it's your studio's rig, and you want to get it
get animation on it. That's sort of where we're
coming at this problem right now. So, yeah but I believe that
tech is definitely growing. And, yeah, that's
going to be cool when it is just a push button
one to one shader network. That's awesome. >>JAMES: Just the
fundamental process is you have information
on the Blender side. You have information
on the Unreal side. We can make them talk to
each other with Python. Both of them have Python APIs
to manipulate that information. So if you had-- theoretically, if you had
some kind of a mapping that was being sent over in
Python and then rebuilt in the Engine side-- it's totally doable. It's just that's not there yet. >>KAYE: Yeah. >>VICTOR: Right, moving over. You did mention lighting. Are there any plans to support
light export from lighting, and I believe somebody
mentioned camera? >>KAYE: Yeah, that's definitely
sort of the same answer we had before. Currently, we're
handling modeled-- >>JAMES: Mesh. >>KAYE: --Assets. >>JAMES: Mesh and rig, yeah. >>KAYE: Meshes, rigs,
animations. Again, the things that
were the loudest-- the voices that were the
loudest for the longest, they're sort of the first
customers that we're getting to with this. That's not to say that we-- I would love to handle
everything else. Or I would love to see the
community handle everything else. And so, if we get
to it, if they get to it, if we work together--
however that materializes. My personal hope-- and
I think James too-- my personal hope is
that we have all that. But this tool right
now that we're demoing is very much related. Again, Marketplace,
Meshes, rigs, animation, in a very
sort of prototyping very quick turnaround sort
of with those intentions. >>VICTOR: Is the process
of exporting empties to sockets in UE4 the same? >>KAYE: Empties to sockets? >>VICTOR: Mhm. >>KAYE: Oh. So creating an empty in
Blender and then making it show up as a socket in UE4? That is a great thing
to put on our list. >>VICTOR: OK. >>KAYE: Absolutely. Awesome. Yeah, that sounds-- that is not
something in my career here that I have had to deal
with on any of the projects I've been on for Epic. Typically, we've always
handled sockets in Engine. And then, of course, with Engine
development that's going on-- I'm sure you guys
might have heard of control rig and virtual
bones and things like that. It can be handled in
different ways there-- Blueprint offsets things
for spawning to a socket or emitting from a socket. But, that said,
obviously there's a million ways to
handle the same problem. And so, I think that's
a great item to add is how do we handle empties
to sockets and things. That's cool. Great idea. >>VICTOR: Let's see here. Are the-- all the changes
to the add-on setting save between Blender starts? >>JAMES: Yeah, so those are just
stashed in the Window Manager properties, so that
should be saved. When you save your Blend
file, your preferences, in your add-on will be
saved to that Blend file. >>VICTOR: OK. >>JAMES: If you open
a new Blend file I think it's just going
to be your default. Yeah. >>VICTOR: Let's see. Yeah, there was another
a question as well, how to do it
between Blend files. Is there a limit
to how many objects you can export live
through the plug-in? >>JAMES: No, so you can you
can do multiple objects. So if I had-- so right now I have-- >>KAYE: Let's try and break it. >>JAMES: Yeah, let's. >>KAYE: Let's keep
going with questions and we'll just try and break it. How about that? Because that's cool. [LAUGHS] >>JAMES: Yeah, and I'm just
going to delete this. Let's add a cube. And I'm going to add a-- not a circle, a sphere. I was going to move it. But I'm going to move both of
these into the Mesh collection. And then export them. And we did have that
option, actually, I'm going to turn that off. >>KAYE: And I think
the question, too, was like, how many is too many? To run through this, right? >>JAMES: The limitation
would just be with-- if you can do it in a single FBX
file, you can do it with this. >>KAYE: Yeah. >>JAMES: It's just FBX. >>KAYE: We're not going to
guarantee any processing time. Like, bring over
millions of objects in seconds, like
that's not happening. But, you know. >>VICTOR: They were
also asking like how quick is 100,000 polys? But it would basically be
the same amount of time it has to export that. >>KAYE: If it's an FBX-- Yeah, that really becomes like
an Engine question, right? Which is, how fast
can UE4 import in FBX with that much data. >>JAMES: It's just
writing from Blender and then rewriting to Unreal. So, however fast you
can do that, that's how fast its going to be. >>KAYE: It's API to API, right? Like Python to Python, so. Yeah. >>JAMES: Yeah, so
there's multiple. Yeah, so the naming though,
it's going to name it with the first object. So that is one thing to note. >>VICTOR: Cube, cube
and cube, sphere. Can we use to re-import
function in UE4 for an Asset or can
it only be initiated from Blender as a push? >>JAMES: I'm sorry, can
you say that again? >>VICTOR: So if you modify-- >>KAYE: That re-import Asset. >>VICTOR: Yeah, if you modified
a Mesh in Blender, save, and then re-import-- if that works, is there a
way so that you can actually re-import from Unreal rather
than pushing from Blender? You would still have
to export, right? >>KAYE: If you saved-- if you did something to the FBX
and wrote it out to disk, yeah, sure. You could easily
point your Asset-- you could point your
Asset file path to the one that you saved out. But, I think, you're
more pointing out like, if the Asset comes from
Blender and then you want to re-import it. I have not personally
tested that just because it hasn't
come up in all of my tests in production. But that's totally valid. That's a valid thing to try. >>JAMES: So they want to write
it to an arbitrary path on disk or? >>KAYE: Well, it
would be more like after you sent these two, that
sphere that's right there. If you right-click
that sphere and hit re-import-- the right-click
re-import options. >>JAMES: Oh, yeah. That should work. yeah. >>KAYE: Yeah. James says yeah. >>JAMES: Yeah, so
you just re-import. >>KAYE: Yeah. So that data that data
is getting cached. >>JAMES: Yeah, so
it's getting it's getting cached in
your app data folder. Yeah. >>KAYE: Yeah. >>VICTOR: Awesome. Someone just wanted for
clarification the tool works in 4.23 and onwards, right? Due to the Python? >>JAMES: Yes. So that-- at the beginning when
I was going into your project settings and there's
that remote execution option, that's not going to be
in Unreal until 4.23 and later. >>VICTOR: Cool. Strike that one off the list. How does the input
handle object origins? Does it still use
the scene origin or can handle moving
the origin to object? >>JAMES: It uses the scene
origin. So like, that cube is off-- actually, no this comes
in as a separate Mesh. So this will actually be-- I take that back. Or, no, actually, it
is the scene origin. >>VICTOR: Yeah, scene origin. >>JAMES: Yeah. >>KAYE: So there is an offset. >>VICTOR: There were some more
questions regarding rig bone orientation between
Blender and Unreal and we touched on that
a little bit earlier. >>KAYE: Yeah. So, rig bone orientation. That's going to get handled. The next part of this-- once the foundation
to our house is laid, which is really what this
send to Unreal add-on is. And you saw, again, I'll throw
the name out there where-- and it's not anything that
we're sort of still working on. But, we will have a sort
of Unreal to Rigify ability that does work. And I've been using it a lot. And so, yeah, you will not
have to worry about all those crazy joints sticking
out of the Mannequin or any other character. Like, I don't know, maybe
a Paragon character? You won't have to worry
about any of that. When you are doing
your animations you will have the
power of Rigify. And so, just sneak peek. Yeah, that is happening. And also, James
and I have worked really hard to sort of
also have the ability that, if you have a studio
rig with your character, and you are happy with it and
you don't use Rigify, it's OK. We got you. And so, again, I know it
sucks to draw this stuff out like we're doing it,
but there's only so much time in the
schedule and there's only so many Blender streams
that we can do as a studio. And so we are we
are doing our best to get it to you as quickly
as we can information wise. And then we'll talk
about it as we get there. >>VICTOR: They're wondering if
the streams will sort of act as the documentation or if
there will be any accompanying documentation with it as well? >>JAMES: Yeah, so we-- >>KAYE: I hope there's
documentation. >>JAMES: Yeah, we have some
written documentation with this, at minimum. And then hopefully we can
make some videos and things like that. >>VICTOR: Yeah, totally. Maybe a tips and
tricks tutorial, which is a little
bit more like-- >>KAYE: Absolutely. >>VICTOR: --stamp, stamp, stamp. This, this, this. >>KAYE: Right now--
right now the-- as add-ons go that
I've played with, and I've used Blender
since '99, 2000-ish. So I've been around it. And on multiple platforms. And this add-on, James
and I have really worked hard to make it
as robust as you need it. But not force you into a
robust workflow if you don't. And so it's literally
a few clicks. Or, if you want it to be 500
clicks, you can do that too. So we're trying to
cover a lot of bases. >>VICTOR: Another one of
those bases are a collision. And they were wondering if you
add custom collision by hand if that will import
like it does? >>JAMES: Yeah, so
right now there's no support for collisions, but
we could add that to the list. >>KAYE: Yeah, absolutely. Awesome idea. Keep them coming. >>VICTOR: Well, we got more. >>KAYE: [LAUGHS] Perfect. >>VICTOR: Take that
one off the list. They were definitely
now talking a little bit about the option of having
a object origin being exported rather than scene. Is that something that
might be possible? >>JAMES: Yeah, it would
be the same thing as like when you use
your FBX settings, you say export selection
as opposed to export all. The selection is just going to
go to the selections origin. So you could have-- >>KAYE: Expose-- >>JAMES: --an option-- >>KAYE: --that. >>JAMES: Have an option that's
just like, yeah, object origins versus scene
origins or something. >>VICTOR: Root animation was
always a problem for me. Is root animation working? >>KAYE: It should be,
as far as I've tested. >>VICTOR: OK. >>KAYE: We will make sure that
it is, obviously, shipshape. But, yeah. >>VICTOR: Let's see. We asked that one. >>KAYE: And honestly,
guys, James and I are super excited to
show you the other stuff. Like, we really want to
show you the other stuff. And so I'm like chomping
at the bit to do it, but. >>VICTOR: We got 10 minutes
left. >>KAYE: I know. I know. I know. I know. I know. So. >>VICTOR: But that's
why we're doing-- and I guess we can
double down on the fact that we're actually going
to do several of these. It will be the first
Thursday of every month. So the first Thursday of
March we'll be back in studio talking about Blender again. >>KAYE: That will be your-- >>JAMES: Tune in. >>KAYE: --few click
Mannequin solution. Yep. >>VICTOR: Let's see. What about in NLA setups
with multiple rigs where constraints are between
different Skeletal Meshes? >>JAMES: That's an
interesting case. We'd have to have to test that. But, right now,
it will go through and it'll export
any amount of rigs that are in the rig collection. So it'll go through all of them. I haven't really done any
tests with multiple character imports. So we could test that. >>KAYE: That question
sounds like it's coming from a more cinematic
like animation production standpoint than games. And so that is that's
an area that I hope to-- I hope that we will step into. But, right now,
we've definitely been focusing on these sort of game
Asset back and forth, you know? But, I could be
totally wrong as well, because that's happened plenty. But it sounds like that's
more of like two characters animated handing a coffee cup
off to each other or something like that. Or on the back of another
character or something. We can definitely sort jump into
that arena when the time comes. >>VICTOR: Does it is
handled bone IKs? And there's a note here
says Blender uses bone-- bone's head as target
for use as tail. >>JAMES: Yeah. >>KAYE: Yeah. >>JAMES: So that's
probably a Kaye question. >>KAYE: Yeah, so that's going
to get handled with the way that we are sort of
marrying ourselves to Rigify as a choice. And so, in a custom
rig situation, if your rig is
handling IK, then you can have that IK translated
over to the Mannequin or whatever other
character you've got there. But yeah, we are
completely IK compatible. >>JAMES: You would just-- yeah like we just have to build
that relationship in the Engine with the actual Asset
in Blender, right? >>KAYE: Right. >>JAMES: So as long
as that's there then it should just be
updating the information. But it's not like if you had a
rig and you made IKs in Blender that, boom, you're going
to have IKs in Unreal. You would have to set those up. >>KAYE: Yeah, and that 1
to 1 between DCC IK setup versus the Engine IK setup from
a professional standpoint-- Whenever I've done
a rig for anything like Fortnite where
I am setting up IK to achieve an effect on a
character that may or may not have had IK in Maya, I
always just go to Engine and set it up there
and rely on it there without trying to make
100% sure there's a 1 to 1. For most of the
production experience that I personally have had-- the delivery of
bones and weights-- is really what is coming
out of that DCC app. Bones, weights,
animation-- as far as a technical animation
standpoint for rigging. And so any IK that was set up
in Maya that may or may not have been touched by animators-- if you're animating it
in Maya, like an IK leg and you're going to
have a target somewhere. That's all going
to be Engine side. Moving the IK
relationship around. >>VICTOR: What about
smoothing groups? What's the best approach? >>JAMES: That's just a
case by case basis. I'm not by any means a
modeler here at Epic. But you have your regular
FBX smoothing options here. So if you needed-- if you, in Blender, were
shading by your edges or you're shading by
faces you can-- or smoothing by edges
or something by faces, you could use those
export options there. And then also when you export if
you launched the important UI-- I'll just show this real quick. If you actually
launched that export UI when you send these over,
you have some options as far as your Mesh-- as far as you'd like your
normal important method. And then there's-- you can
keep your normals by tangents or generation method. Yeah, anything that you'd
be doing normally you can do with this. Because it has all
the Mesh options which are really just the
smoothing and then you have all your
import options there. >>VICTOR: So I got, I think,
two more questions and then-- >>KAYE: Cool. >>VICTOR: --we're going
to wrap this up. They were just curious if you
will ever support particles from Blender to Unreal. >>KAYE: That'd be cool. Be loud about it. Give us in the studio a
reason to support that and it'll happen. That be cool though. I'm down. >>VICTOR: Yeah >>KAYE: Yeah. >>VICTOR: And then I
think the last one we're going to have to touch
on because it has been repeated probably 20 times. >>KAYE: 1,000 times. What are we doing? What is it? >>VICTOR: When are we planning
to release the tool? >>KAYE: OK. So, I don't want to say it's a
sensitive topic, because it's not. But there is a
lot of things that have to sort of fall
into place for a company as awesome as Epic to get
open source out to you guys. So right now, as of
today, this minute, the plan is, yes, you
will have these add-ons. The time frame-- I am not going to pick
that hill and give you guys a specific time. But, in the broad sense,
I would say this year and I wish I could give
you like any specific date. But we are we are
definitely going to get through these streams
and some of the events we have coming up before
we release it to you guys. And there are a lot
of business reasons and a lot of good
reasons for that. So, yeah, I wish all of it
was available right now, because using it
everyday like I have been for the past
few months is just amazing after trying to solve
this problem for so long. And I just-- please
be patient with us. I know this is odd to sort
of hold it back from you guys and I know it sucks,
but we are on it. The plan is, yes,
to give it to you. And we want to
make sure that it's the best when that happens. And I was doing Blender streams
when I started at this company and I'm still doing
Blender streams. So we're not going anywhere. >>JAMES: Yeah, I think I think
the way they can really help that is just tune
into the upcoming streams. And just make some
noise on social media. And just kind of let us know
your interest level and-- >>KAYE: Absolutely >>JAMES: --that's going to drive
a lot of what we're doing here. >>KAYE: Those social media
numbers matter, they really do. So the louder you guys
are the better chance we're going to be
crunching on this thing. >>VICTOR: And there's
no better place than the survey for the
livestream, which I believe-- >>KAYE: Please. >>VICTOR: Amanda just
linked in chat. Go ahead and let us know what
you thought of today's stream, what we did, and what you'd
like to see in the future. I expect to see a lot of
Blender in that comment, but do know that we have
already planned another a couple of streams specifically for this
topic with Kaye and James here. Thank you guys so much for
coming out to the studio. >>JAMES: Thank you. >>KAYE: Yeah, it's awesome. I'm so happy to
show you guys this. This has been, like
I said, this has been a crazy dream come
true to get this working and have artists internally here
at the company using Blender for AAA Assets that you guys are
playing in our games right now. And wow, it's awesome. I'm super happy. James? >>JAMES: Yeah. Thanks for having me,
looking forward the next one. >>VICTOR: Yeah. >>KAYE: Yeah. Absolutely. Thank you guys. >>VICTOR: We'll put
it on the books. As always, we transcribe
all the live streams. And so, in case you have
a difficult time hearing what's being said,
or if you're not entirely sure by
the technical jargon that we're speaking here-- in a couple of days
after each stream there will be a transcript that
you can download or just hit the caption button on YouTube. But, if there was
something specific during in the stream that
you either heard or you were curious about if
we were discussing, you can go ahead and download
that actual text file, search for it, and the timestamp will
be next to all the keywords that you're looking for. I mentioned the survey. Make sure you fill it out,
let us know how we did. We do a little t-shirt raffle if
you provide your email address with it. And, as always, go
ahead and make sure that you check out
our Meetup groups if there are any in your area. I know they would all love to
see you appear and show off what you're working on. We're working on a little
bit of a new revamp of that. So stay tuned for some new fresh
pages for your local Meetup groups. As always, make sure
you visit our forums the unofficial Unreal Slackers
Discord, on Facebook, Reddit-- we're all over the place. You know where to find us. Let us know what
you're working on. The release channel in
the forum is a good place. That's usually where we find our
weekly spotlights that we have at the beginning of the stream. And that reminds
me that I should mention that we are still
looking for more countdown videos, which is 30 minutes
of developments sped up to five minutes. Send that to us together
with your logo separately and then we composite that
together into the five minute countdown that we do at the
beginning of the stream. It's a nice little placement
to do a little bit of promotion for your game or your product. Could be anything. Make sure that if you
stream on tritch-- Twitch, not tritch. >>KAYE: [LAUGHS] >>VICTOR: That's the-- >>KAYE: Wrong site. >>VICTOR: Wrong site, yeah. >>KAYE: That's not it. >>VICTOR: Is that another-- OK, never mind. >>KAYE: Yeah, never mind. >>VICTOR: [LAUGHS] Make sure you
use the Unreal Engine categories so that we can tune
in, or anyone else excited about what
you are working on. And special thanks again to
Kaye and James for coming out. >>KAYE: Yeah. VICTOR: We will see-- we all three will see you
all in just about one month. So, until then-- oh, I
should mention what we're doing on the stream next week. I know you all are
probably set about Blender, but next week Michael
Nolan will be here talking about Game Jam tips
and tricks, since he's sort of one of our internal-- >>KAYE: Awesome. >>VICTOR: --Game Jam-- >>KAYE: --cool. >>VICTOR: --wizards. Yes. >>KAYE: Also cool. >>VICTOR: Absolutely. >>KAYE: Yeah. >>VICTOR: And we'll both be-- I think we're both
doing Train Jam. I know we both did
Global Game Jam. >>KAYE: Oh, nice. >>VICTOR: Yeah. Cool stuff. All right, with that
said, thank you guys so much for coming again. I hope you had a good
stream, everyone. Take care for the
rest of the week and we'll see you all
again next Thursday. Bye, everyone. >>KAYE: Bye.