myasga
(myasga)
October 21, 2020, 10:55pm
15
MostHost_LA:
check this:
Bone Breaker: Unreal to Blender
For a 20 sec. split of the mannequin, export any animation of the mannequin or your character rigged/re-targeted to the epic skeleton with LODs.
In each LOD, select it, go into edit mode, and press P - click separate by loose parts.
The mannequin might split (should) lengthwise across the middle.
You just click the 2 segments and CTRL J to join them back.
Be aware that there are a few pieces on the mesh like the inter-costal or the neck that are comprised of many parts rather then just 2. It takes a min to sorer them back to the correct section.
Once done you can save this as a master file, and start exporting.
Don’t touch the bones, eliminate just anything but the body part you need.
Export as FBX and import back into UE4 - associate with the existing mannequin skeleton/epic skeleton.
that’ll get you started - you can even separate the fingers if you need. lots of meshes = more sync required.
taharqo:
The dismembered mesh/limb must be weight painted 100% in its respective bone. To ensure this, you may have to delete all other vertex groups from the “gibbed” mesh/limb. For example, in Blender, if you want to dismember a left forearm, go to edit mode, select all faces of the left forearm, press “Y” and assign 100% to the vertex group of the left forearm bone. Now, if you go to Weight paint mode, the entire left arm will be red (no green, yellow, light blue etc which causes the stretching).
Tried everything what was mentioned here without success…Maybe i miss something,Without video or screens will be hard to figure it out. Really look for an tutorial in blender nad UE how to handle stretching issue on and how import and export right way. I did evetyhing in ue like here https://www.youtube.com/watch?v=8fwu…nel=KaiYoshida but guy from tutorial just rename elements which cause stretch i woul like to prepare my manequinn or another model to be ready for dismember all parts by break constrain -
EDIT:
Ive found solution - stretch happens without delay node (0.03 sec solves it) it’s sad but works LOL and thanks to great guy which made this video https://www.youtube.com/watch?v=M2YL…nel=CodeLikeMe
EDIT2:
There is an plugin for UE called EnGore which work without Cutting Meshes