Hey guys, hoping this is the right section to post this kind of question. I have been looking for the best practice way to animate multiple objects in blender and import to UE4. I may need to ask this question somewhere in the blender’s forums but figured I’d ask here also.
In blender, I’ve modeled a large hanger door that has 3 individual pieces. These pieces’ transforms need to change at different rates along the X axis. The only way I’ve been able to accomplish this for now, is having each piece or door panel its own object and adding a keyframe for each. This works in Blender, no issue, but when exporting to UE4, it would import with all the individual pieces. Is there a way to import them in as the same skeletal mesh? Or should I be animating this differently in blender using a single mesh with some sort of armature or bone system?
Hi. Isn’t the issue of the bones importing as different skeletons because of the naming convention in Blender? I used to have that issue, but I think the solution was in the skeleton/bone names. For example, I do know that you will get errors if you do not rename the skeleton in Blender. By default, it is called “Armature”. I change it to anything else. Actually, my naming convention is “SK_Whatever”. So “SK_” is short for “skeleton” and whatever else is what I’m doing… Like SK_Guns or SK_Turret or SK_HangerDoors… etc.
I normally export skeletons with many moving parts and several bones animated at different speeds and intervals. They import into UE4 just fine. I can make a YouTube video if you’d like further help. Just let me know.
Sure. I’ll get a video together tomorrow or do a livestream of it on YouTube and that will save to my channel. I’ll update you with a link here. Thanks.
Hello @mdmoberly I have made a video showing you how I would export hangar doors (like the ones you show) out of Blender and into UE4. It’s only 15 mins long. Here is the link to the YouTube video: