Thanks a lot KingBadger3D for your efforts! I myself am a programmer, and I’m not good at 3D design and animations. Your tutorials will be very useful when I get to creating characters for my experimental sandbox which I’m doing mostly just for fun - I want to create a more-less automatically generated city where I can walk and drive and have some simple interactions with NPCs.
Just some questions about these videos:
why that Tangent Space checkbox is needed when exporting from Blender? What does it do? I’m somehat new to 3D, I’m familiar with bump maps and normals (as in normal maps or in math in general), but “Tangent Space” seems mysterious to me.
why do we need to convert the exported file through the Autodesk converter? The exported file is already in the FBX format, isn’t it?
I have seen some other videos where people check “Only deform bones” when exporting from Blender, but in your videos that checkbox was unchecked. What does it do, in what cases do we need it checked?
It still somewhat unclear in what situations we want to use Export for Rigify and what does that checkbox do if I select one of MakeHuman rigs as in your 2nd video.
I’m definitely looking forward your next tutorials about animation loops and rig optimizations. I already have some questions on my mind and I hope your next tutorials will address these questions: How do I create various LOD levels for my rigs, so characters at a distance have just a few bones and the closer NPCs have more bones? How do I tell the engine which rig to use for which LOD level? What happens if my animation has animation curves for bones which I have deleted? For example, if I have a “say hello” animation which makes my NPC to wave his hand and smile, obviously when I run this animation on an NPC at a distance, I don’t need him smiling - I won’t notice it anyway. Obviously, I should get rid of his facial bones for far distances, but I’m not sure if that won’t break the animation or crash the UE4 engine.
Also I’m wondering how do I create somewhat believable transitions between animations, so my NPC walks and then stops normally without any abrupt jerky motions.
And also facial animations - I guess, they are worth a separate tutorial video. Recently I saw some videos about the free source filmmaker tool and it just blew my mind with how easy it’s to create facial animations - just import an audio file and Source engine will extract spoken phonemes from it and make the character talk. Is something like that possible in Blender and UE4 ?
And finally importing MakeHuman models with cloth meshes and textures - in one video you mentioned that there might be issues with textures, but still it would be great to know more about that and how to make my MakeHuman characters dressed up… it’s not nice to have a game full of nude people, you know
Thank you again for your videos!