Batch Exporting Assets from Blender to UE5 with a Single FBX File

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3DTudor

3DTudor

Күн бұрын

Пікірлер: 27
@yanwar6033
@yanwar6033 Жыл бұрын
Thank you! I literally just googled "how to export many meshes in one FBX file" and came across your video, and it turns out it was posted a two hours ago
@3DTudor
@3DTudor Жыл бұрын
That's some synchronization right there :)
@Archpuzzle
@Archpuzzle 6 күн бұрын
Thank you very much! This is a very helpful tutorial!
@3DTudor
@3DTudor 3 күн бұрын
Glad to hear it :)
@AlehAoliege
@AlehAoliege Жыл бұрын
God, thanks for the vid. How many times I searched how to import models and only your video is useful!
@3DTudor
@3DTudor Жыл бұрын
Good to hear this helped out for you then! :)
@subatoistormborn5499
@subatoistormborn5499 Жыл бұрын
WOW awesome content as usual, could you guys do a Shadowrun themed build sometime?
@3DTudor
@3DTudor Жыл бұрын
I actually had to look this one up and I have to say I'm really likening the aesthetics :) so yes in the future we may just build something in this style :)
@subatoistormborn5499
@subatoistormborn5499 Жыл бұрын
@@3DTudor I really like the Shadowrun art from late 90s
@gudakoccc2596
@gudakoccc2596 3 ай бұрын
Thankyou!
@3DTudor
@3DTudor 3 ай бұрын
Happy to help! :)
@arthercasillas2755
@arthercasillas2755 16 күн бұрын
9:49 I’m hoping this may might help me with consolidation of multiple textures on one static mesh.
@3DTudor
@3DTudor 15 күн бұрын
Yeah, that would work, if the object has multiple materials, it will show up within the details tab.
@thelaw3536
@thelaw3536 Жыл бұрын
glss allows you to export the texture so it's applied in Unreal.
@3DTudor
@3DTudor Жыл бұрын
gltf? I actually experimented with that format and wasn't too confident on using on modular kit. I find it that setting up material instances manually saves up on performance instead of having multiple unique materials created by the format. But who knows, maybe there is a more efficient way and i just haven't found it yet :)
@etienne4081
@etienne4081 Ай бұрын
What about tiking the apply transform ? Thanks, I didn't know why the pivot point was random, it had to be packed in world origin
@3DTudor
@3DTudor Ай бұрын
To apply transforms for all and modifiers, all at once, you could use object > convert > mesh
@Krucek_v2
@Krucek_v2 6 ай бұрын
I have a problem with textures, basically have over 50+ building segments that use the same multiple textures (eg, Wood, Glass, White wall etc) but once I export them, all these textures get multiplied by how many segments I want to export. so now I have for example White_wall050. Is there a way to prevent that?
@3DTudor
@3DTudor 5 ай бұрын
GLTF file format might help you with this problem as it can store created materials.
@Krucek_v2
@Krucek_v2 5 ай бұрын
@@3DTudor Thank you mate
@coffeediction
@coffeediction Жыл бұрын
Great stuff! What about several objects with their modifiers active, parented to an empty, and exported as 1 fbx?
@3DTudor
@3DTudor Жыл бұрын
modifiers don't translate to another program and need to be applied beforehand (there is an option to apply them before export in export window)
@DailyPaily
@DailyPaily Жыл бұрын
Particle system work the same ?
@3DTudor
@3DTudor Жыл бұрын
Not sure what you mean... UE5 uses Niagara system now so it's a bit different...
@DailyPaily
@DailyPaily Жыл бұрын
@@3DTudor Export hair from blender to ue without Groom plugin.
@chadyonfire7878
@chadyonfire7878 Жыл бұрын
when i do this the assets just randomly spawn in my level in multiple numbers , am i doing something wrong *
@3DTudor
@3DTudor Жыл бұрын
do you mean the assets spawn in the scene ?
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