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I’m really excited about this! We’re a Maya shop, technically speaking, but I use personally use Blender for prototyping assets and the like (the art team won’t let me create “real” assets anyway ).
Honestly, I’ve had great luck going from Blender to UE4 ever since 2.72 with the new exporter with characters I rigged in Blender (either to the Rigify skeleton, or to the Mixamo skeleton), but I still haven’t been able to come up with a good workflow for rigging assets to the Epic skeleton or creating animations for that skeleton.
If at all possible, please please please cover that process.
Wow I never knew this existed, I will check it out this week. I am a professional programmer by day so maybe I can help with the dev or suggestions in the future. Just getting into Python scripting in Blender (the API).
Thanks for the full page docs on your site, very helpful in understanding the plugin.
My understanding was that the FBX exporter improvements we saw with 2.72 were funded by the Epic contribution. Whether other things are being done with that money or if that used it all, I don’t know and I doubt it’d be easy to find out.
And well they change the Api for the FBX exporter ( i not see for now ) but I suspect the changes are only the names of the parameters passed to the export function (like what happen for the version 2.72)
Well I have 1. Any plans for read blend files directly in UE4 ?
I thought on this because maybe would be useful. Instead of re-build the level in UE4 the blend file can provide the positions of all objects in the scene, even if is an instanced object, place in the level as an instance. (just eliminate 1 step, but some times a large step)