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- Blender 2.79 instructions for exporting animated skeletal mesh with clothes using manual bastioni lab 1.6 and 1.6a
- 1) Open blender
- 2) Add manual bastioni character after choosing the required phenotype (use IK no muscles), cycles, lights if needed.
- 3) Switch off Subsurf
- 4) Select shape and face features using sliders
- 5) Export and backup all textures and json files for the character
- 6) Select armature and put it into rest mode
- 7) Add clothes to model
- 8) Fit clothes without using proxy
- 9) After all clothes are fitted time to add weights
- 10) Select cloth or hair to add weight
- 11) Attach it to parent skeleton with empty groups
- 12) Select character mesh and put in weight paint mode
- 13) Select cloth/hair and put in weight paint mode
- 14) Select character mesh and armature then shift select the cloth/hair and transfer weights
- 15) Use nearest face or projected face depending on the cloth
- 16) Choose by name and all layers for source and destination and click transfer weights again
- 17) After transferring weights go back to pose mode and check the fit by moving the armature
- 18) Repeat for additional clothes and hair
- 19) Dangling and swinging parts are attached to separate armature created specifically for it having the same root as original mesh
- 20) Go back to Rest Position
- 21) Do not Delete Subdivision
- 22) Make a backup of blend file
- 23) Finalize the character
- 24) Add breath shape keys
- 25) Change metric system and scale to 0.01
- 26) Scale everything by 100
- 27) Ctrl A to apply scaling and rotation
- 28) Remove hidden vertices
- 29) Merge all clothes and body
- 30) Rename character to main_root
- 31) Give a name for the mesh inside the object main_root
- 32) Export using fbx do not apply modifiers/leaf bones/baked animation/
- 33) Choose -y forward
- 34) Only selected objects not all (skeleton and joined mesh)
- 35) Use face smoothing
- 36) Save it
- UE4 Steps:
- Import the fbx and it should work out of the box
- Dont forget to select import morph targets.
- If you forget to do it open up the skeletal mesh and choose import morph targets (under the material properties) and then reimport the mesh.
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