I’m new to Unreal Engine 4 and I’ve wanted as my first project to be able to animate the hands in first person view, but every tutorial I’ve seen shows animations in third person and things such as running, or jumping, but not anything like hand/wrist/elbow movements. Can this be done in Persona? If so any tutorials/documentation that can help explain how to achieve this?
Are you asking if you can animate in Persona? That I don’t know the answer to, but I don’t think so.
If I were animating for first-person, I would do it in my 3d package (like 3ds ). I’d rotate the arms to be in front of the face of the character then attach a camera to the face and keep a second viewport using the camera so I could see how it looks in first person whilst animating.
No, you cant animate in the UE4 (except of the basic movement stuff in matinee) -> the best way would be when you search for a fps arms rigging/animating tutorial for your 3d program on youtube
You can also export the arms only model from either the shooter example or the FPS template in UE4 as FBX and import them into Blender to line up your arms and animations. Many artists set up a camera in the 3d program of choice as close as possible to where the player’s view would be located for reference during animating.
Right Click on the Skeletal Mesh Asset “HeroFPP”. From the drop down Menu choose Export. Choose a location and a filename such as “HeroFPP_Export”.
Open up Blender.
File -> Import -> Autodesk Fbx. Navigate to your UE4 Fbx and import it to Blender.
Okay it worked…I had to change the scale because it was invisible initially, but I can see it now! How will the scale change affect exporting it back into the UE4 engine?
EDIT: It doesn’t export the bones? So I have to create the bones in Blender before I can animate?
Then inside Blender the Arms and Skeleton will be there, but will be very tiny.
This is what you need to do to get them to the right scale:
When you have imported your HeroFPP FBX into Blender 2.75.1 select the Skeleton and on Transform window (opened by Pressing N)
you will see under “Scale” that the Rigs scale is 0.010 on x y and z. Set it’s scale to 1 on x, y and z. This may cause the Arms mesh
to become deformed, dont worry. Select the arms mesh and Go -> Object -> Apply -> Scale or press “Control + A + S” (Same thing).
Then the Armature and Mesh will be at the correct scale to export back to UE4.
I think this is right. Im still experimenting too, but that should work fine, hopefully.
If I export the HeroTPP (Im making a Third Person Game, but the principle is the same) and import it to Blender I get a Mesh and Armature there in Blender.
But the Mesh and Armature are really very small. In fact 100x smaller than they should be to export into UE4 at the correct size.
If I do absolutely nothing at all to them and just Export them straight back out of Blender as FBX, and import them back into UE4 I get a tiny Sksletal Mesh inside UE4, that is exactly 100 times smaller than the character I originally exported.
The reason for this is because the scale of the Armature in Blender is 0.010 on X, Y and Z. This can be fixed by, in Object Mode, changing the scale of the Armature to 1 on X Y and Z.
Not for me. When I loaded the mesh into Blender it was already to scale. It was not tiny after used the newest version of blender. I made a quick animation and am trying to import it back into UE4 now. Will update results.
EDIT: Okay I guess it wasn’t to scale, because importing it back to UE4 it was tiny… <.<
UPDATE: Okay so I changed the scale again and this time it worked! I got it into the UE4 editor with the right proportions and everything.