WHAT
Creator of Cine Tracer Matt Workman, will join us on the next livestream to demonstrate his Blender to Unreal Engine workflow. As an artist familiar with traditional DCC tools, Matt will talk about his shift to Blender as well as tips and tricks he has learned in the process.
since this is going to be livestreamed, I’d like to ask if someone had success on running the blender script called “RigifytoUnreal” in 2.8?.. also, will there be a better skeletal mesh workflow from blender to unreal now?
Yeah, thats the point. Intrigued on how he managed to export mannequin animations without retargeting. Currently Im using a nice module called mr. mannequin tools that seems to accomplish this task pretty well.
Mr Mannequin is good, and the future updates will make it even better. There is also “BoneBreaker”. With that, you can open up any existing skeletal mesh and rig it, and export it with no messing around.
Please cover from the basics, there is a known issue with blender with units when exporting and bones shrink and static meshes export like at 1/100 scale, also how to set the root bone since blender also seems to use the rig as the root. Please dont just stick to rigify an a simple export, set the scene to get the leanest workflow possible please.
Really hope to see how to easily use Rigify to rig a mesh and then properly export from Blender and import into Unreal. Not enough guides on that workflow