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Blender to Unreal Tools, Part 1 - February 6 - Live from HQ

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  • replied
    Originally posted by VictorLerp View Post



    You have to connect your Epic Games and GitHub accounts and be logged in on GitHub to access the link. Here's a how to: https://www.unrealengine.com/ue4-on-github
    After connecting my accounts and while being signed in to both, I also get a 404 error on this link:
    https://github.com/epicgames/blendertools

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  • replied
    Originally posted by Nirenyang View Post
    Excuse me. Its a nice topic, but why the url is 404?
    Originally posted by B.S.G View Post
    the page is not loading
    You have to connect your Epic Games and GitHub accounts and be logged in on GitHub to access the link. Here's a how to: https://www.unrealengine.com/ue4-on-github

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  • replied
    the page is not loading

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  • replied
    Excuse me. Its a nice topic, but why the url is 404?

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  • replied
    Originally posted by SeasonalAsh8 View Post
    guys i need help i have connected my account but still cant access the link

    After connecting your Epic Games and Github accounts, you should have received something like "EpicTeamAdmin has invited you to join the EpicGames organization" in your mailbox. I found it in my SPAM folder. Accept the invitation, and you should get access to the addon page

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  • replied
    Originally posted by SeasonalAsh8 View Post
    guys i need help i have connected my account but still cant access the link
    me neither ....

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  • replied
    guys i need help i have connected my account but still cant access the link

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  • replied
    Gave it a try today, ran into an error that crashes the project repeatedly, not sure how to proceed. If anyone has had similar issues, the Error looks like this:

    https://pastebin.com/BdxfNa9d

    Last edited by Strange.love; 07-20-2020, 12:46 AM.

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  • replied
    Maybe when it's no longer Beta/Experimental in UE4, the glTF format could be used to transfer data between Blender and UE4 instead of FBX.

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  • replied
    tried this out,
    not convinced though.
    i use the blender "datasmith export addon" in blender, and this works way better with materials and lights.
    the complete scene gets exported with minimal visual change.

    with this new one from enreal, something strange with scaling, materials are very basic, and lighting and cameras arent imported.
    im pretty new to unreal engine, maybe im not using it right. but i get all models dumped in one folder. no scene setup or anything.

    in datasmith addon. everything gets nicely ordered. and placed in the vieuwport.

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  • replied
    That is disappointing, i thought USD would be a direct replacement for FBX.

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  • replied
    USD doesn't support rigs.

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  • replied
    What needs to be done is forget about the fbx all together which is a proprietary format and switch to open source projects like USD by Pixar.
    Last edited by redfox22x; 07-15-2020, 10:53 AM.

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  • replied
    "Send to Unreal" is released and it's awesome!!!

    Getting it all set up takes a bit of this and that, especially if you don't already have a Github account, I made a short tutorial for my friends, and I'll share it here if it's useful for others. Thanks to the team that made this addon happen and I'm excited to see where it goes from here. I haven't really been able to to battle test it, but happy to dig deeper if it's helpful.

    https://youtu.be/MYfHZkPICxQ

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  • replied
    I am a bit confused about this toolset. I've been fighting Blender's really crappy FBX exporter for over a year now, always having to do crazy scaling workarounds to have skeletal meshes imported in an usable way, and I was hoping Send to Unreal addon from Epic would finally put an end to this, by including some sort of custom FBX exporter built by Epic themselves. Instead it seems to be just an export preset utilizing Blender's broken FBX exporter.

    There's a whole page dedicated to the scene scale workaround https://blender-tools-documentation....cene_scale.mp4

    There are numerous issues with this though.

    1. While some primitive armatures may survive changing scene units, then rescaling the rig, and the applying the scale, more complex armatures and more importantly any animation that doesn't use armatures but just simple transform animation of parented hierarchy will almost certainly break during this process, requiring to be pretty much remade from scratch.

    2. The above means the only reasonable workflow here is to author assets and animation from scratch already starting with 0.01 scene scale.

    3. Using Blender at 0.01 unit scale unfortunately open's a big bag of issues since Blender wasn't built in this with mind. Many tools and modifiers which have parameters defined in scene units will have wrong default values, just 1% of what they should be. Sensitivity of some interactive tools will also be out of whack and this will also require users to do some modifications to their scenes, such as setting up viewport clipping attributes to accommodate the new scale. It may also introduce some issues with Blender's built in renderers (Cycles and Eevee).

    I am still hoping there will be a way to do this correctly in the future, but right now, asset compatibility between Blender and Unreal remains quite sketchy. :/

    EDIT: Just tried using Blender for 10 minutes with 0.01 unit scale and already encountered few dealbreaker issues, such as pivot gizmo being invisibly tiny or pretty much ani value spinner which is set in system units being so incredibly sensitive to click drag that click-dragging is completely useless.

    And here's a video of what effect does the suggested rescaling process has on animated hierarchies. It just completely wrecks them:


    So unfortunately these tools do not address the two fundamental issues:

    1. It's not possible to reasonably author any content from scratch in Blender using 0.01 unit scale as many tools are broken in such unit scale.

    2. It's not possible to rescale already authored content to 0.01 unit scale without breaking something unless the animation is driven by armatures. And sometimes even those break.

    Wouldn't it make more sense if Epic invested some resources in helping Blender devs with the FBX exporter? The exporter is open source and written in Python, so it should not be that hard to fix :|
    Last edited by Rawalanche; 07-14-2020, 03:54 PM.

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