If I create multiple objects in Blender (meshes) and rig that to one single armature can I import that into Unreal 4 as
Anyone tried to do this?
The issue is I want to UV unwrap / map each object separately in Blender so I would prefer to keep them separate objects.
O.k. great thanks. I have a plane in Blender, 309 individual objects all parented to one single armature.
It works so far.
I am weight painting each object at the moment.
it works inside Blender and apparently I can just export the whole things as a skel mesh and import into Unreal.
I haven’t tried importing into Unreal yet but it should work.
Here is the plane: http://worldofclouds.com/efmsmedia.html
Please can you repost the answer video? I have the same problem, when importing in UE4 I see only one object skinned and the entire armature, I’d would love to have all the objects imported together skinned to the armature.
(If I join objects inside blender I loose the skinning of objects)
I will try and help.
I imported my plane successfully as SKEL mesh and I could even animate it using its bones.
In Blender I did NOT join all objects.
I treated each one separately and weight painted each object to the same armature.
I made sure though that transformation for each object was applied in Blender and that the point of origin is exactly the same for each object.
Then when you are done weight painting (skinning or rigging), you select all and export as .fbx.
All those object go out in one .fbx (don’t join then).
When you import into U4 make sure you create a folder first so all your objects come into it and it will be easy to select them.
Then if you selected the right skeleton, just select all the objects in your folder in your outliner and drag them onto the map.
They should all fall into place, just as you had them in Blender.