Iller
(Iller)
March 17, 2015, 1:25am
4
Agree with
I do a lot of 3D art and have come to find out that very few 3D artists pay attention to scaling export to a game engine. So I use Blender as a filter to import and get the scaling what I need then export. FBX export does work but can be a little fickled. MayaLT or Autodesk FBX converter can help. OBJ also works very well but it will need to be converted to FBX for UE4.
There is one other note I will add…naming conventions. Prior to importing anything into UE4…even perhaps prior to testing…you should come up with a basic naming convention for your assets. Since you are in your 3D App of choice…just do the naming there prior to export, combine any meshes, and delete anything not needed. Then once in UE4 everything is nice and clean and everything will be organized properly. Which makes your project better and easier to work with.
Cheers and Good Luck
Olander
well as temporary solutions you could try importing with scale of 0.1 witch should fix the size issue and you could try changing the socket location to accommodate the wrong location, although I wouldn’t recommend it, to fix it properly you will need to import it into a 3D app change the scale and location and re-export/import to UE4.
Thank for the tips guys.
Olander, I’m wondering what your naming convention follows.
My blueprint for weapons is the name lowercase. ie “thompson”. The skeletal mesh is thompson_sm and the diffuse is thompson_d and so on. Thoughts?