This is a great tool. Have been really really wanting something like this for a long while. If there is a beta release, I want in!
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Upcoming "Send to Unreal" add-on for Blender Feedback
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Desired features- export PBR materials
- Keep a link between the UE4 scene and the Blender scene (so that you don't have to re-import stuff into Blender if you've changed object location in UE4)
Please don't make us wait until the end of the year.
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Hello,
Could it be possible to use the Mannequin skeleton with Blender without any problems? No re-targeting, but using the Mannequin skeleton in Blender. There are nice twist bones and other needed stuff to make custom characters working properly in UE4.Last edited by Tomza; 04-26-2020, 02:03 AM.
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Originally posted by lohx View Posthello everyone!,
sorry for that noobie question: Where can I download that addon for blender.
Thank you very much!
FlorianSolo but Seismic - feel free to apply
https://neighborlee1.wixsite.com/theheartseed
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TomzaCould it be possible to use the Mannequin skeleton with Blender without any problems?
These things have been done, for many people mannequin stuff from Blender has been possible for years
Part is free and the other is $40 ( UE4 plugin part ), whereas blender plugin is free as usual.,,so for now IM OUT, we're not all rich.
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Originally posted by Jim Kroovy View PostTomza
I made an add-on that provides mannequin compatibility with all the rigging to go with it it's called Mr Mannequins Tools, there is also Bonebreaker which has some great export scripts too
These things have been done, for many people mannequin stuff from Blender has been possible for years
Awesome work, buddy! I use your add-on. To make animations for UE4 only.
I meant to use the default Mannequin skeleton in Blender for custom characters. I need those twist bones that exist in the Epic skeleton. I have no idea of how to create such bones in Blender. Maybe, you show how to create such a skeleton that is exactly the same like the Mannequin one. Of course, the bone orientations should be according to the Blender rules.
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Originally posted by RyanJEC View PostGame Import Paths
Do you have to change this for every object/file that you want in a certain folder? Will there be per object overrides?
For the Embark Blender Addon we do this, and store the relative paths and export names as extra properties on Collections in the scene - this means you can have as many objects as you like, group them up however you want (including sharing objects between collections) and specify offset pivots for each one as an Empty (again identified with custom properties) in the Collection.
This makes having large/complex scene setups very simple, which is vital for production, and I'd strongly recommend something similar for the Send To Unreal addon.
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Originally posted by eobet View Post
If you're not going to export a skeletal animated figure, it sounds as if you're better off using the Datasmith Blender plug-in...
https://github.com/0xafbf/blender-datasmith-export/
It converts any empty to a datasmith pivot point object.Brushify is a complete landscape solution and shader infrastructure for Unreal Engine 4.
Get Brushify on Unreal Marketplace: www.brushify.io
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