Ok so I want to render a character in unreal
I didn’t make the character or the rig so i don’t know exactly how it’s built
The eyes are basically planes and have a controller that moves the UV to animate the iris
I exported fbx from maya and loaded it to unreal… when i open the animation in unreal it shows under curves the eyes uv animation curves but the eyes don’t move
And this is blueprint to create DYNAMIC material (without it being dynamic changes will not work during runtime) then apply that material to mesh. Then you need to drive that param from animation blueprint, or just animation sequence.
thank you so much for replying!
i think i did the first part right but the second part i didn’t really understand how to do
i’m pretty new to unreal and pretty much only use it to render so i don’t really know how to use blueprints that much
can you please explain the second part more step by step?
please and thank you
I am not sure how you animate (I assume with matinee), however last time i used it was 4.2 or so, and i am quite sure it changed a lot since then.
I know how to use animation blueprint and how to drive such material parameter from it, but playing anim sequences with dynamic materials and without doing blueprints code, i have no idea.
Edit:
I found how to use parameter collections to animate directly from sequencer, without whole coding in blueprints (starts at 6:30)
So make material (first picture)
Add material parameter collection (second tutorial)
Add collection parameters in material (like in tut)
hmm what he’s showing in the video is not what i need
i animated in maya and exported it as fbx to unreal
the animation curves for the UV did transfer i can see the curves when i open the animation they’re just not connected to the UV in unreal