How to export & import Skeletal Mesh between Blender and Unreal

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all right I'm gonna do this video because there's uh I want to make a note for myself there's something really bugs me when you export skeleton mesh to blender and bring it back to Unreal and so far let's say for example you have that skeleton Mission you just want to do like a very simple modification so you're gonna export that to blender so you go on uh asset where is asset asset asset action export so I'm going to put this on the folder so it's I'm going to export the SK Quinn sample so you you just leave everything as is you export that then you go to your blender go to file import fbx and I'm just going to import that guy don't do anything special just import it and now it should be there all right so if I look at it so first of all of course there's a couple of routes and not Roots but LOD so let's say you just want to modify the uh we're gonna take the most expensive one which one it is so if I look here [Music] um this guy or this guy or this guy okay this guy have the highest resolution so we're gonna work on this so basically we're just gonna do sample where something very simple I'm gonna I'm gonna do like um I'm gonna add a mirror just to make it at least look not too bad mirror mirror there we go and then I'm gonna pick this I'm gonna create horn okay all right so that's my piece of heart so I'm just gonna do that uh then you go edit mode like this you apply and then you get your your new mesh so that's the thing you want to you want to get that inside of unreal okay um so what you typically do you just want to do like you select all that like this and you do file export fbx so the first thing to be careful of of course you create a new name so I'm going to call this hell and uh you go to the geometry node so you need to do a face we don't need to import animation and for the Armature you don't want to add the bone leaves because it create a mess but it's still not enough because if I export that as is and I go there and board this guy first of all is huge I don't know why but anyway you import that and it kind of detects everything you say okay let's do this and then you get that error fell to merge bones and so so if you import that it's going to mess up your skeleton mesh and everything and what actually um happening is is just like a very stupid thing um you cancel that because if you do this and if you look at uh your objects it's completely messed up so you just delete that that thing so what you have to do is to not select the folder being created by blender you just have to select only the root pause if you want and all that stuff but you go you select root pass root again and your mesh and then you do a file export fbx and you just pick the selected object because you just want to export that you don't want that that that part was going to say a bad word but anyway so and then you export this on top of it export so now go back here import this guy which is still massively huge which I don't know why I can't believe my small modification create that but anyway so we create this this and you said okay import so you pick the right skeleton so you just import it and I understand why my skeleton is so big now I got a double double guys I didn't watch this but look what is there I've got another one oh my God okay let's remove this planning to do something super quick but they that's that's life all right so I re-import that guy us on it there we go we're gonna pick only the first one here we're gonna hide the other one okay so obviously this is the worst way to edit and mesh but it's just for our demo so and then okay then I want to be sure I don't have because what I did is I just put that I think the Z and I create that huge match so I just removed this guy and then we apply that of course on edit mode I removed this we keep that modifier because it's part of the uh the root system so we wanted to do any messy with that so you select all the guy you need root as by pressing Ctrl or just shift you get all those guy export fbx then you go to overwrite that and be sure don't bake animation don't add the bone leaves make face here so we are all good export that let's go back here kill that guy Force import now it's more reasonable it's still huge I can't believe that it's a little modification I did make that big different anyway so just import that everything seems to fit don't create any material import the mesh skeleton fit to the Right One Import it across our finger again fail to merge bone cancel okay so what we're gonna do instead it's the thing I don't like from Unreal Engine blender and on the engine they don't like each other enough you need to be more more in tune so let's open that guy so I'm gonna just not do any skeleton all right so I'm gonna import that so he's going to create his own skeleton mesh and we're gonna see what's messy so if I look at that guy I still have my folder here and that and I don't need those guys so this is the problem because if I compare that with the original skeleton mesh thing there's no those folder does not exist so that's the problem here so I need to find a workaround to stop having blender generate that or unreal importing it so we're gonna delete this again delete that guy all right so let's go back to blender and be sure oh I think I know what I did wrong select when I did my selection I did my export fbx I forgot to take this guy alright oh yes sure it's gonna work now sorry for that long video if you're still watching I mean you are Trooper all right open that remove this oh well let's let's use the SK it should work now import that so we're gonna use the SK mannequin import everything just for me yay oh and they create a physical asset that's the other thing I don't like so I just want to use the same physical asset than the other guy so let's put here to compare the whole ID here was to have the animation being let's put something like an idol been working and if I compare with my new one I should have access to use animation asset there we go because previously I should I showed that but it was not available and if I do play here we go both guys I've a new work so that's the way I just modify I make an ugly head no artistic skills but that works anyway so the other little thing I don't like it create um a new a new physical asset because typically not as good as the original so if we look at the original okay so the way to find it is over there you just go physical asset there we go so physically I said that's what I want to find where is this okay that's the one we want to keep because it's well done it's all following the animation so I want to associate this PA mannequin which is mean physical asset so one things to do go back here we go now when I import my hell Quinn Hill it create that physical asset which is a mess I don't like it so what we do is we're going to delete it Force delete there we go and this guy now I have no physical asset so you can go here and create physical asset or assign but it doesn't it doesn't allow you to assign from that when you so you open it and then you go to physical asset here we go and then you pick the one you want there we go like that and now we have that proper proper physical asset that will be that will work better so for example if we enable physic physique playing stop budding me physic physic physical there's physique enable simulate physics sorry simulate physic when we're gonna launch it's going to launch a rack though and they both just perfectly react to the situation there we go so that was my long video about how to modify um about to modify um an asset a skeleton mesh using blender there's a little trick just be sure you select everything you need no no menu created by blender so that's the little issue all right thanks for watching
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Channel: Chrix
Views: 46,880
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Id: yEGAZToNSnk
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Length: 12min 24sec (744 seconds)
Published: Wed Nov 02 2022
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