I’m trying to get my feet wet with all of the UE4 features. I can’t find any instructions on how to simply make changes to the default character that appears in the various templates like the 2D side scroller,. Every tutorial ants me to take on character creation, rigging and animating all at once. I feel like I could get a much better hang of and understanding of the system of I could find some instructions on how to, if possible, simply create new animations for the default character,.
Check out the Learn tab in the launcher, and lookup the content examples, or the 2D stuff. There are some other animations and how to modify existing animations. Or you could download Blender, export the default character and import to Blender, and begin changing the animations there. But Blender export/import to Unreal has atm some flaws and Blender requires learning dozens of shortkeys to get around. Ofc, there are other 3D software too, the format you need is fbx then you can change animations and transfer data into UE or out. But i would recommend to stay within Unreal until you have a better understanding.
Does Unreal have a way to edit animations within it? And does it support any kind of motion capture software? I would love to stay within unreal and use its tools. I tried exporting the default character to blender but the export function for meshes/skeletons and whatnot seems to not work. I think I need to install Maya or something?
I grabbed a Microsoft Kinect and am looking for a work flow to be able to get animations into unreal. Preferably on copies of the default character. I’ll check out the Learn tab ASAP. Thanks!
And they don’t manipulate the mesh like normal bones. I can’t find any sign of a skeleton anywhere on this thing. Just those weird things. If I go into pose mode and view animations those spike things are in place for the animation but the mesh stays in the default position while the spikes move.
Quite weird. Am I going to have to switch to Maya? Every time I need blender for something it looks more and more like that’s going to be the case…