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    Originally posted by chlballi View Post
    I was wondering, can anyone point me to a good set of tutorials (I'd hate to ask for another to add to the queue here) to accurately get an existing mesh to play nice and be built using the existing skeleton so we can add working objects into the system? I'm pretty new to modeling, and I fought with it for a while and managed to either get a mesh that blinks/doesnt show up or get a mesh that is gigantic regardless of import scale or export settings. Rather then banging my head against a wall, only to figure it out by accident, I figured I'd ask on here since I've seen other people successfully add other objects. As a note, I have been able to add weapons, since they seem to use a more traditional 'Attach' approach rather than a skeletal one. Thanks in advance!
    I search for and go through quite a few tutorials every week and as far as I know at this point, a complete tutorial showing a full end-to-end asset pipeline that starts in a 3d program and ends up in ARPGIS does not exist.

    However, all the necessary steps are covered (at least for Blender and I would expect the same to be true for other 3d software) in various tutorials that exist on Youtube. A search with the following listed terms should turn up suitable videos.

    To my understanding so far, this is the basic flow:
    1. Export UE4 Skeletal mesh as .fbx
    2. Import .fbx into 3d program (such as Blender)
    3. Create model with materials
    4. Parent to bone(s)
    5. Weight paint model
    6. Export model with skeleton and materials to .fbx
    7. Export model with materials as static mesh (no skeleton) to .fbx
    8. Reimport both 7&8 to UE4.
    Last edited by Rhynedahll; 02-26-2016, 10:22 PM. Reason: spelling

    WIP Thread

    Comment


      Originally posted by Rhynedahll View Post
      I search for and go through quite a few tutorials every week and as far as I know at this point, a complete tutorial showing a full end-to-end asset pipeline that starts in a 3d program and ends up in ARPGIS does not exist.

      However, all the necessary steps are covered (at least for Blender and I would expect the same to be true for other 3d software) in various tutorials that exist on Youtube. A search with the following listed terms should turn up suitable videos.

      To my understanding so far, this is the basic flow:
      1. Export UE4 Skeletal mesh as .fbx
      2. Import .fbx into 3d program (such as Blender)
      3. Create model with materials
      4. Parent to bone(s)
      5. Weight paint model
      6. Export model with skeleton and materials to .fbx
      7. Export model with materials as static mesh (no skeleton) to .fbx
      8. Reimport both 7&8 to UE4.

      That definitely gives me a good starting point. There are so many different tutorials floating around out there, and it is a bit daunting for me without a real direct path moving forward. This should help me, and probably others, get started. The only one, at least in the case of ARPGIS, that strikes me as odd, is number seven (7). How would I use the item without a skeletal mesh? Or would that be part of number eight (8): importing it as both a static, then a skeletal mesh? That seems to be the majority of my issues at the moment. Thank you again!
      Last edited by The_Simon_Sez; 02-26-2016, 11:02 PM. Reason: Added Quote

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        Originally posted by chlballi View Post
        That definitely gives me a good starting point. There are so many different tutorials floating around out there, and it is a bit daunting for me without a real direct path moving forward. This should help me, and probably others, get started. The only one, at least in the case of ARPGIS, that strikes me as odd, is number seven (7). How would I use the item without a skeletal mesh? Or would that be part of number eight (8): importing it as both a static, then a skeletal mesh? That seems to be the majority of my issues at the moment. Thank you again!

        The best way for a beginner is to use a mixamo character and you have a choice to use there animations, or to use unreal animations its very simple to fix the rigging so it looks right.

        Only do the following if you want to use Unreals Animations without them looking like ****.

        1. Make a mixamo character using Fuse.
        2. Export it to the auto rigger then export it to your desktop.
        3. Export the unreal Mannequin from the editor.
        4. Open up your Mannequin character in a modeling program i use 3Ds Max.
        5. Copy the weights of the model delete the bone/skeleton and skin modifier.
        6. Import the Mannequin into the same file.
        7. Heght match your model to the Mannequins then delete the Mannequins mesh .
        8. Rebuild the skin add back the bones.
        9. Copy back over the copied weight data.
        10. Export and Import into Unreal.
        Last edited by OverRated_AU; 02-26-2016, 11:29 PM.

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          I may give that a go after playing a bit more with 3Ds. Then the next step would be using the existing skeleton to create assets like a new backpack or helmet, for example. It seems to me that the steps would be similar in that respect?

          Comment


            Originally posted by chlballi View Post
            That definitely gives me a good starting point. There are so many different tutorials floating around out there, and it is a bit daunting for me without a real direct path moving forward. This should help me, and probably others, get started. The only one, at least in the case of ARPGIS, that strikes me as odd, is number seven (7). How would I use the item without a skeletal mesh? Or would that be part of number eight (8): importing it as both a static, then a skeletal mesh? That seems to be the majority of my issues at the moment. Thank you again!
            For a wearable item, such as a helmet or brigandine, you need both the skeletal mesh + model and the static mesh (no skeleton.) Both are just plugged into the item list as per Pirate. The static mesh is used to drop the item in the world. Items that are not wearable (at least under normal circumstances), such as a watermelon or a potato, need only the static mesh. (Or should)

            You'll also need an icon for your item, but videos should also be available for that.

            WIP Thread

            Comment


              Originally posted by Rhynedahll View Post
              For a wearable item, such as a helmet or brigandine, you need both the skeletal mesh + model and the static mesh (no skeleton.) Both are just plugged into the item list as per Pirate. The static mesh is used to drop the item in the world. Items that are not wearable (at least under normal circumstances), such as a watermelon or a potato, need only the static mesh. (Or should)

              You'll also need an icon for your item, but videos should also be available for that.
              All of that I was able to do without issue, my problem arose with the skeletal mesh itself. It ended up either as a blinking texture about 5 times too large or just 5 times too large. I think starting with some basic tutorials on my modeling software and taking the time to learn it right will help with that. I was just trying to "crash course" my way through it. Probably not the best way to do it

              Comment


                Originally posted by chlballi View Post
                I may give that a go after playing a bit more with 3Ds. Then the next step would be using the existing skeleton to create assets like a new backpack or helmet, for example. It seems to me that the steps would be similar in that respect?
                Yeah but easier, all you need to do is export the backpack used in the demo into 3Ds max then import yours, and weight it to the same bone which should be spine 3 and remove the demo backpack and export and import it into unreal, You only need to export it with the skeleton from max and when you import do it twice just change the naming and un-click the import skeleton option, that way you get the skeleton and static mesh to setup your new item, make sure you select the Mannequin skeleton when importing your new items.

                Like Rhynedahll said the static mesh is used when you create a actor for dropped items and its also used to create a icon.

                Comment


                  I'll have to play with it some more. I tried to do exactly that, but since I wasn't sure what I was doing I didn't weight it to a bone, I just kinda..left it floating there and deleted the original backpack. It's good to know I was at least on the right track. I'll keep working at it. Thanks!

                  Comment


                    Originally posted by chlballi View Post
                    The only one, at least in the case of ARPGIS, that strikes me as odd, is number seven (7). How would I use the item without a skeletal mesh? Or would that be part of number eight (8): importing it as both a static, then a skeletal
                    The static mesh is because when you drop it or place it in the world it uses the static mesh. Often you want this to look different then the skeletal mesh skinned to your character. So for example in skyrim when you drop your clothes its actually a little folded clothing mesh. Not the mesh you wore. This also helps with setting a better rotation for it to sit on the floor when dropped or as a physics asset. You can see there are differences between the skeletal and static mesh versions of the demo content.

                    Hope that helps explain the need for both
                    \\VANGUARD INTERACTIVE

                    Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                    Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                    Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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                      So i started working on a GUI interface for our game this is the progress i have so far.



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                        Originally posted by OverRated_AU View Post
                        So i started working on a GUI interface for our game this is the progress i have so far.



                        Very nice!

                        WIP Thread

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                          Still no update this morning.

                          <shakes fist at an uncaring sky>
                          Curse you, Epic! May your breath stink of elderberries!

                          WIP Thread

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                            Originally posted by Rhynedahll View Post
                            Still no update this morning.

                            <shakes fist at an uncaring sky>
                            Curse you, Epic! May your breath stink of elderberries!

                            Yeah seems they have gotten slack lol.

                            I based my GUI of SWTOR GUI as i liked the layout of it.

                            Comment


                              Originally posted by OverRated_AU View Post
                              Yeah seems they have gotten slack lol.

                              I based my GUI of SWTOR GUI as i liked the layout of it.
                              That's more-or-less what I'm aiming for as far as quite a bit of my functionality, is SWTOR. Mouse based action, tooltip spawn at mouse cursor, etc. Having something to base it on helps me more easily set goals while learning. Mimicking an existing and achieving similar results means I understand what I'm doing; or at least trying. Unfortunately my background is in Photoshop and Illustrator and NOT UE4. So There's a large learning curve there.

                              Comment


                                Here's it all cleaned up.


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