As the title says, I just finished modelling my first ever decent gun, a USP like pistol.
I have the body, the slide, the barrel, the chamber and the mag.
Now I’d like to animate and rig the model, but I have no idea how.
My major issue is how do I unite the parts without losing them? With bones? But how?
Second issue is that some parts has been altered scale whise, so some are 1.0 and other 1.05 ish, is there a way to fix the current scale as default?
I’m a total noob with UE and modelling in general, I’m trying to learn, but I cannot find any guide about this that doesn’t use outside programs, like Blender, so I’m lost.
Hey there @8fortnite_ninjaD! Welcome to the community! Much of the reason you can’t find many resources that work from start to finish in the Unreal pipeline is that the asset pipeline in Unreal is meant to be used in tandem with third party software. For example, modeling can be done in Unreal but it’s not the engine’s focus, Blender was purpose built for the 3D asset pipeline so it has many more utilities. While there is nothing stopping you from modeling, texturing, rigging, and animating a character completely in Unreal Engine, it’s often more optimal to use specialized software to do so. If you’d like I can try to gather some resources on the entire workflow, but it’s far more effort than working the “industry standard” way.
So currently is just faster/better via blender? If I export the model will it work fine in blender?
Generally yes, it’s often more efficient to work in Blender. Exporting from Unreal to Blender and back is totally feasible, though I start my art pipeline in Blender usually, as the modeling suite has a ton of modifiers to make things much faster. I’d recommend using Unreal’s built in modeling pipeline for placeholder things, edits to existing meshes, or simpler shapes.