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Blender Instructions for ue4

Oct 8th, 2018
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  1. Blender 2.79 instructions for exporting animated skeletal mesh with clothes using manual bastioni lab 1.6 and 1.6a
  2. 1) Open blender
  3. 2) Add manual bastioni character after choosing the required phenotype (use IK no muscles), cycles, lights if needed.
  4. 3) Switch off Subsurf
  5. 4) Select shape and face features using sliders
  6. 5) Export and backup all textures and json files for the character
  7. 6) Select armature and put it into rest mode
  8. 7) Add clothes to model
  9. 8) Fit clothes without using proxy
  10. 9) After all clothes are fitted time to add weights
  11. 10) Select cloth or hair to add weight
  12. 11) Attach it to parent skeleton with empty groups
  13. 12) Select character mesh and put in weight paint mode
  14. 13) Select cloth/hair and put in weight paint mode
  15. 14) Select character mesh and armature then shift select the cloth/hair and transfer weights
  16. 15) Use nearest face or projected face depending on the cloth
  17. 16) Choose by name and all layers for source and destination and click transfer weights again
  18. 17) After transferring weights go back to pose mode and check the fit by moving the armature
  19. 18) Repeat for additional clothes and hair
  20. 19) Dangling and swinging parts are attached to separate armature created specifically for it having the same root as original mesh
  21. 20) Go back to Rest Position
  22. 21) Do not Delete Subdivision
  23. 22) Make a backup of blend file
  24. 23) Finalize the character
  25. 24) Add breath shape keys
  26. 25) Change metric system and scale to 0.01
  27. 26) Scale everything by 100
  28. 27) Ctrl A to apply scaling and rotation
  29. 28) Remove hidden vertices
  30. 29) Merge all clothes and body
  31. 30) Rename character to main_root
  32. 31) Give a name for the mesh inside the object main_root
  33. 32) Export using fbx do not apply modifiers/leaf bones/baked animation/
  34. 33) Choose -y forward
  35. 34) Only selected objects not all (skeleton and joined mesh)
  36. 35) Use face smoothing
  37. 36) Save it
  38.  
  39. UE4 Steps:
  40. Import the fbx and it should work out of the box
  41. Dont forget to select import morph targets.
  42. 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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