Why my meshes imported from Blender are in the air by default? Of course - I can move them to the ground manually but doing it with every single object after import to UE4 is annoying. And second thing - why my objects have reversed normals on each side?
In Blender, press Shift+s and choose “Cursor to Center”, to reset the cursor. Then select your Mesh, press Shift+s and select “Selection to Cursor”. Or select your mesh, press n and set your Transform[location] to 0, 0, 0. Both methods will snap the Mesh to the World Origin.
I don´t know why your normals are reverted, but if you want to acoid smooth shading, choose “Edge” (or Face? i´m not sure, try it out) instead of “Off” in the smooth-option while exporting your mesh.
And in editmode, select all faces of the mesh and press Ctrl+n. This will recalculate the normals. If there are still errors, select the faces, press the Spacebar and search for “Flip Normals”.
True as Fragment7 says.
Howerver old version will put problem so I think you need to use last blender 2.76b (upcoming 2.77) to export as stable, smoothing : “Normal only” and it will work.
Thanks, smooth groups are working fine now.
But still I have problem with flying objects. For test I made simple armature for default monkey in blender. Both mesh and armature have set location to 0.0.0 and scale to 1.0. I tried it on 3 different blender versions (2.74, 2.76 and 2.77a) and always my object was flying after import to ue4.
setting, setting, setting.
set it to metric and keep it that way , make it you default start up file, before you skin/vertex weight anything reset the scale of everthing in the scene, please follow the video tutorials on my youtube channel
This may be caused by the different scale-systems. Always use the Metric System in Blender (you can change it in the “Scene”-tab, it’s the third from the left. Also you have to apply the Location, Rotation and Scale. You can do this by selecting the Object (doesn’t have to be a Mesh, it could also be a Rig) and press Ctrl+A. Let’s say that your Mesh is at 0,0,100 and so is the Object. When importing into another Software, the Position of the Object might be set to 0, 0, 0 and in this case, the Mesh would also be set to 0, 0, 0. However, if you apply the Location, the Origin will be already set to 0, 0, 0, while your Mesh remains at 0, 0, 100. Now it is impossible for a Program to interpret something wrong.
In the Case of Suzanne (that’s the name of the monkey), it was propably an error with the scale. If applying all 5 Dimensions doesn’t change anything, reset the Position of your Mesh AND the Object.
Geodav - thank you. I watched one of your videos on youtube. I set it to metric and unchecked “Add Leaf Bones” in blender. Now it looks fine, but still object is a little in the air. Is it normal? I checked default UE4 character, and he is also a little in the air. Why these models are not touching the ground?
I have another problem with hair shading. And more specifically with translucent shader with alpha channel. Why material with alpha channel looks shadeless like here: &d=1414023654
I think that there is a little offset to avoid clipping or collision problems. If an object spawns INSIDE of another Object, every physics-engine does some weird stuff. You rather have your Character floating 1cm over the ground instead of causing Problems with the Physics-engine all the time.
i think the small offset in the editor is normal, as for the hair it looks like the alpha map/channel has been pixelated/compressed try re-importing the texture and choose a different compression setting , also check the texture type from blender, i also save my textures as tga format
Ok, thank you guys.
It doesn’t matter if I use PNG or TGA. If I set Tranlucent material - alpha looks nice, but object is shadeless. I tried with Masked material - there is nice shading, but awful alpha. Is there any way to make nice looking hair material? Or to make smooth transitions in masked material?