What is the best file format, (that is supported by Blender) to export my models as for use with UE4? So far I have only seen information on FBX (and the answer hub is down atm)…
Use fbx, because with obj your are a litte bit limited -> those are the two file types that the ue4 supports
Edit:
In my case the answerhub works ^^ - > but I would recommend you to post such questions into the forum.
As said, it boils down to either obj or FBX.
Personally i’d lean to FBX. If you have assets in any other format, it’d be handier to convert them to FBX, using either blender (not sure whether it has native support for exporting to that format). Or use the FBX converter (I’ve linked the 2012 version, because many people report issues with newer versions).
What are the limitations of obj?
And with the hub:
OBJ is basically just the mesh and material information. It does not support animation, bones, skinning information, etc. It’s also plain text, which makes for much larger file sizes than the binary FBX.
https://forums.unrealengine/show...Update-Preview
New: OBJ Mesh File Format Support
You can now import .obj files for static meshes!
The file format is very simple so keep in mind that it does not support the following features:
- Vertex color importing.
- Collision importing.
- Tangent and binormal importing.
- Transforms.
- The model will be rotated if not modeled with Z up because with OBJ importing we have no way of getting the source coordinate system.
I know that Blenders FBX exporter is sometimes problematic, you might find you will have some issues with it (smoothing groups information and things like that). What I would do is export as OBJ from Blender then use Autodesk FXB Converter 2013 which is free.
Here is the link: ://usa.autodesk/adsk/servlet/pc/item?siteID=123112&id=22694909
Convert your OBJ models from Blender to FBX format through this tool
I’ve been using the Blender .fbx exporter and it has no issues so far. If you’re making a character you need to take note of certain specifics pertaining to bone rotations (in other words - export a UE4 character then import it into Blender and look at the bones and how they are rotated) but otherwise it works like a charm. I find that that is the best way to do it.
FBX all the way
Does that support blender’s .blend files?
Normally not, but just exporting the fbx from blender should be good enough -> never had problems with it