This is the MUST WATCH course for everyone wanting to transition from Blender to videogames!! Great work presented here!
@CGDive3 жыл бұрын
Thanks, man!
@georgerobozrecursivedigita2072 жыл бұрын
Hey guys, I just wanted to congratulate you on this fantastic channel, I've only discovered you yesterday but I'm seriously addicted. You are one of the best tutorial channel (if not the best) I have ever subscribed to.
@CGDive2 жыл бұрын
Thank you for the kind words, George!
@ty_teynium3 жыл бұрын
I actually just managed to setup my own export preset for blenders FBX export settings. This will be useful as a checklist to see if I missed out on anything.
@CGDive3 жыл бұрын
Nice, presets are useful!
@uliyanmasuku72242 жыл бұрын
Thanx so much was struggling with downloading the addon. Very informative!
@itsapigeon2 жыл бұрын
This was SO HELPFUL, I was struggling with exporting animations for sooo long and now that I so very carefully followed all of your tutorials it finally works... Definitely the single most helpful 3D series out there!!!
@inmomo53893 жыл бұрын
Much appreciate this information! Thank you for making this video
@zgmg92633 жыл бұрын
Thank you!
@CGDive3 жыл бұрын
You bet!
@Pulciu10 ай бұрын
Can you send to Unreal a group of NLA strips as a single animation? For example in one of your tutorials you have the character walking as one strip and another strip of the character checking his wrist watch. With the process shown in this video, you would be exporting 2 animations, walking and checking watch. Is there a way to combine them inside Blender so you only export one animation? I figure you could probably do it within the Action Editor by updating the keyframes, but if you have some mocap animation with lots of frames, it wouldn't be very easy. It would be much more convenient to make another strip with the changes you want and use one of the Blending modes inside the NLA. For more context, I'm try to adjust the posture of a mocap running/walking animation.
@CGDive10 ай бұрын
I don't think this is doable with Send to Unreal. (I could be wrong tho). I think you have to bake your NLA mixed animation to a new full animation.
@bravonotutorials3291 Жыл бұрын
Hi, I have a medieval NPC that we bought and we didn't like the clothing that came with it. We know how we can make custom clothing but we have a problem getting it right. We used ARP and it worked almost fine but the clothing doesn't fit perfectly on the characters. We decided to use your workflow. Unfortunately, we are unable to export different parts separately without getting any error that the other parts are missing. We can only export the rig with all the initial parts. If I rig let's say the shirt alone with your workflow then the shirt will have the wrong orientation when imported to UE and it never works if I apply it to my medieval NPC. Do you understand my problem? Please how can I solve this? Thank you for your hard work, you have saved my life a million times.
@ACABROCKY2 жыл бұрын
so much quality content🔥
@3d1stp3rs0n4 ай бұрын
Thanks a lot for the tutorial. Has anything changed in the workflow in 2024 with unreal 5.4?
@CGDive4 ай бұрын
Hi. Honestly, I have not tested it but I wouldn't be surprised if there are changes. The UE5 series have introduced many updates. That said, the core ideas about the rig preparation and export should still be solid. The Send to Unreal addon does not seem to be getting proper updates which is unfortunate. I hope I am wrong and it is not abandoned.
@Randenie2 жыл бұрын
You are a saint! Thank you so much. ♥
@33Demonic2 жыл бұрын
bro you a legend i dont know how to thank you really thaks bro helping me
@patryklaskowski59333 ай бұрын
Do you need to create separate collections while manual exporting files?
@CGDive3 ай бұрын
Not necessarily. You can control what is exported through the FBX options.
@mrlukanik49632 жыл бұрын
what's your "new tab" background clock app?
@CGDive2 жыл бұрын
It's called Mortality and it's supposed to show you how much you have left to live (based on the average human lifespan, not voodoo haha). Some motivation for ya :D chrome.google.com/webstore/detail/mortality-death-clock-new/eeedcpdcehnikgkhbobmkjcipjhlbmpn?hl=en-US
@omiorahman62832 жыл бұрын
Stretch to constrains issue Using 2 point 8 blender I used final Layer 32 Selected the spines Alt click does not disable eye icon for stretch to constrains can I delete the option clicking the minus or cross button instead on stretch to constrains
@saitkayhan Жыл бұрын
Looks like add on is updated. when i create pre defined collections instead of creating four seperate folders it creates one called ''Export''. So should i put everything in there? Can you check the new update to see if there is anything else should be done?
@CGDive Жыл бұрын
Yep, just put everything there. It now figures out what to do based on the Object type. Here is an example kzbin.info/www/bejne/q3mYY6GficiWgrc
@saitkayhan Жыл бұрын
@@CGDive i tried and there was no problem. thanks to you i rigged and animated my character and tomorrow i'll start unreal lessons. ✨🐸
@semihaksoy81823 жыл бұрын
Even if I connect my github account with Epic games, I still get "404 error page not found"
@CGDive3 жыл бұрын
It should work. If it doesn't get in touch with Epic. There is almost nothing I can do.
@semihaksoy81823 жыл бұрын
@@CGDive I solved it thanks. I forgot to click on the "join Epic games" message before I open the BlenderTools link.
@Orcaluv262 жыл бұрын
A couple quick questions: 1) How different would it be if i used Blender to Unreal addon as opposed to Send to Unreal addon? 2) Should I use the Manual FBX Export/Import on animations that have wiggle bone?
@CGDive2 жыл бұрын
1. I'm not familiar with the blender to unreal addon. I'll check it out. 2. Wiggle bones need to be baked, then you can export them any way you like.
@CGDive2 жыл бұрын
Did you mean this addon by the way? github.com/xavier150/Blender-For-UnrealEngine-Addons
@Orcaluv262 жыл бұрын
@@CGDive yes! That is the one!
@elcid2651 Жыл бұрын
One big issue I've run into with Send To Unreal, is that STU does not appear to send animated morph target data, which is a pretty big drawback. So far, the only workaround I've found is to export my animations twice: once with STU, and once with the standard method, and then I have to manually copy-paste the morph target curves from the standard version over to the STU version. It's a pain, but so far it's all I can think to do.
@CGDive Жыл бұрын
It can export shape keys. See this page epicgames.github.io/BlenderTools/send2ue/asset-types/animation-sequence.html#morph-targets
@elcid2651 Жыл бұрын
@@CGDive Hmm, thanks! Will need to give that a try!
@lordofthevets7677 Жыл бұрын
After I go through the link account process, I get an e-mail from git hub saying 'A third-party OAuth application (Epic Games) with access to public information (read-only) was recently authorized to access your account.' - but there is not a button on that e-mail to confirm, and when I check epic games it still does not say connected for the git hub icon - does it just take a while for them to connect or have I missed something here?
@CGDive Жыл бұрын
No idea, please contact epic! :)
@lordofthevets7677 Жыл бұрын
@@CGDive it was because i had ad block enabled on epic site, I think it blocked the connection to GitHub when I clicked connect - if anyone else has that problem they can try disabling ad block
@CGDive Жыл бұрын
@@lordofthevets7677 Thanks for sharing!
@johndoe-is2fw8 ай бұрын
I need my original Bone hierarchy(names, Ik bones, weapon socket, ...) in Unreal, not the Rigs one. Any ideas?
@CGDive8 ай бұрын
I am not sure what you mean to TBH but all I know about game hierarchies etc is here kzbin.info/aero/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
@johndoe-is2fw8 ай бұрын
@@CGDive I totaly missed the two rig part and exported controll rig. I need to bake animations to game rig. Thank you.
@Boky5052 жыл бұрын
Any idea as to what could be causing this error that I get once I hit export? File "C:\Users\MyName\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\ue2rigify\functions\scene.py", line 684, in create_constraints bone = rig_object.pose.bones.get(socket_name) AttributeError: 'NoneType' object has no attribute 'pose I retargeted the UE4 skeleton to a model I made with UE2Rigify, and then went to export that mesh back to UE once I got this. Thanks!
@CGDive2 жыл бұрын
No sorry. I'd ask the developers. In the GitHub page where you got the addon there should be a issues section. Ask there :)
@Boky5052 жыл бұрын
@@CGDive Funnily enough, I did and it got ignored for 2 weeks. Figured it out last night, turns out it was related to me using the wrong options when using UE To Rigify. I was trying to import the Mannequin, add an animation to him, and export him back to UE4.This only led to new errors, so I will probably abandon the idea. Do you know if a skeletal mesh made using your approach would be compatible with Unreal Marketplace animations?
@CGDive2 жыл бұрын
@@Boky505 rigs done with my approach are generally not compatible with the mannequin. It can be done but a special workflow is required. I'll cover it in the bear future. When it comes to returning with mannequin skeleton, Mr. Mannequin tools seems to be the way to go. Have you tried it?
@CGDive2 жыл бұрын
@@Boky505 by the way, I find it strange that they didn't reply to your error report. The Dev is quite friendly usually. He may be on vacation :)
@shindelion8 ай бұрын
Not sure this addon is around anymore can't find it. Anyone know where its located now? is this link working for you all
@shindelion8 ай бұрын
NM got it to work. By removing Github from my Unreal link then re-connect. It will send a invite to join after. Thanks for the post.
@CGDive8 ай бұрын
Nice!
@shindelion8 ай бұрын
@@CGDive I'm coming from Maya and wanted to rig a char for animation in blender that I imported from Unreal ( the char that I export and import from unreal already has their joints (bones)and is weighted . The way I did this IN maya quickly, was to use a auto rig system and just constraint the rigged char joint (bone) to the auto rig system's bones or joints. Is there away for me to do this in blender? pretty much can I use the character's current joints or bones that is weighted to them from Unreal? could i use rigify and make those bones into a control rig to animate with having ikfk and all? If yes can you link me any tutorials you have of this. Still trying to find a way doing testing. Thanks.
@sarahstelljes9072 жыл бұрын
Love the information you've given us in the Custom Characters series, it's defenitely given me more insight and helped me a lot, but I ran into a problem. I'm trying to export my fbx files manually, but once in UE4, my animations won't actually animate. What's going on?
@CGDive2 жыл бұрын
Hi. I can't say for sure. You could try asking in more detail in our discord group. discord.gg/YFH5HUv
@sarahstelljes9072 жыл бұрын
@@CGDive Thank you for replying so fast! However I think I finally figured it out. Either it was because I checked one too many boxes or because I had the rig selected last instead of the body selected last (don't see why that last one would make a difference but then again idk the coding logic behind blender)
@CGDive2 жыл бұрын
Glad you solved it! The order of selection shouldn't matter. So it must have been the settings.
@dannus8779 Жыл бұрын
friend where can I download send unreal is not available?
@seifren44893 жыл бұрын
This doesn't work. I'm trying to import the mesh and the skeleton in FBX format and I'm given 2 errors telling me: 1. Duplicate bone name found ('root'). Each bone must have a unique name. I have one bone named 'root' for the 'root' rig, so I have no idea what this means. 2. Multiple roots found. Again, no idea what this means because I'm only importing the one armature with the one root. I haven't tried the animations because I can't get the mesh in. This error, if I'm understanding it, seems like it could be avoided by just using one rig.
@CGDive3 жыл бұрын
"I have one bone named 'root' for the 'root' rig, so I have no idea what this means." This sounds like the reason for your troubles. UE uses the rig name and creates a top-level bones with the same name. Try naming your rig Armature. Then UE will not create the top-bone (if memory serves me right).
@SureJungle232472 жыл бұрын
Yeah definatly disable protections this caused me no end of grief untill i figured out what was going on.
@CGDive2 жыл бұрын
Disable protections? :)
@SureJungle232472 жыл бұрын
@@CGDive yeah, had to disable virus softwares real time protections (I'm using Avast antivirus it has an option to temporarily disable it) to get the blender to unreal plugin to work, otherwise you get the "can't find unreal instance error", if anyone else has this problem. I spose it looks for python scripts and stops them running, but after that export works fine. Cheers cgdive for you tutorials best I've seen on KZbin.
@CGDive2 жыл бұрын
@@SureJungle23247 That's good to know!
@valiant70573 жыл бұрын
Blender keeps throwing an error when using the UE4 pipeline plugin, the trackback boils down to: keyword "use_subsurf" unrecognized." I tried using the plugin with the default cube in blender and the same error threw. Any advice? Google hasn't been helpful
@CGDive3 жыл бұрын
Not sure. You could ask at the plugin github, issues sesction github.com/EpicGames/BlenderTools/issues
@valiant70573 жыл бұрын
@@CGDive Turns out I had to update blender from 2.8 to the latest version of 2.9. Cheers!
@CGDive3 жыл бұрын
@@valiant7057 Excellent!
@dianafuchs78233 жыл бұрын
"Could not find an open Unreal Editor instance" - Whats does it mean? What am I doing wrong?
@CGDive3 жыл бұрын
I haven't seen this error. I am guessing you are trying to use Send to Unreal and you either don't have Unreal Editor open (as the error says) ... or ... you haven't set up the Unreal settings as I show from 5:54 .
@jbleez47712 жыл бұрын
That happened to me, and I had in fact forgot to check the one box in project settings, and that solved it.
@lucascavallari848911 ай бұрын
Weird, I linked my account and was logged in into both, but still got the 404 message
@CGDive11 ай бұрын
try pressing ctrl+f5 to reload the page and clear any cache. It does work for me so it is possible.
@lucascavallari848911 ай бұрын
@@CGDive unfortunelly it didn't work, but I've submited a issue report on github, hope they manage to solve it
@milgo4673 жыл бұрын
i already connected my accountto github but still no documentations
@CGDive3 жыл бұрын
something must be missing still. Sorry, can't say for sure :(
@ericmatthews98942 жыл бұрын
I'm signed into Epic Games and I'm signed into github, accounts are linked and I still get the 404 error no matter how times I refresh
@CGDive2 жыл бұрын
I am not an expert on this but someone had the same problem and they solved it like this: "I solved it thanks. I forgot to click on the "join Epic games" message before I open the BlenderTools link." Hope this helps.
@ericmatthews98942 жыл бұрын
@@CGDive Oh ok, I saw that but didn't think it would have anything to do with it. Thanks a bunch
@jokiii992 жыл бұрын
When I tried to export rigged character with epic addon it did nothing, but when I deleted the rig and tried just to export the character, then it worked. What can be problem ? I made the rig using basic meta rig.
@CGDive2 жыл бұрын
It should work, I can only guess what happened in your case. However the Addon did change lately. Here I show how to use a more recent version. kzbin.info/www/bejne/q3mYY6GficiWgrc
@dreamsprayanimation2 жыл бұрын
RIP to 3.0 and later users. None of this works anymore.
@CGDive2 жыл бұрын
Fbx process should be the same. Send to unreal simplified the interface but the process is the same. Also, that has nothing to do with blender 3. Not sure what you're referring to exactly
@dreamsprayanimation2 жыл бұрын
@@CGDive Well it may just be something wrong on my end, I get an error whenever I use send to unreal on blender 3.
@CGDive2 жыл бұрын
@@dreamsprayanimation I'll test it when I can. It's best to ask the addon dev but I think it should work.
@curtisnewton8952 жыл бұрын
arf, blender 2 unreal sucks, use batex instead
@CGDive2 жыл бұрын
I like Send2UE but I'll check out batex as well.
@pixelking2 жыл бұрын
I deleted the previous comment. It may take a while but you need to wait for the Invite from Epic once you have access to GitHub. If not even if refreshing you'll still get a 4040 error
@GonziHere3 жыл бұрын
Just setting the scale in blender won't fix it, you need to scale the mesh and rig 100x, apply, scale 0.01x and apply ONLY ON MESH. The issue is documented here: developer.blender.org/T47043 and isn't fixed as of now.
@CGDive3 жыл бұрын
I am not sure if you watched the series. I didn't change the scale in Blender.
@GonziHere3 жыл бұрын
@@CGDive you've mentioned it near the end as a possible fix to some of the issues, but it won't fix it. Only the (pretty annoying) fix mentioned in the blender bug will. Your process works, but I believe that I'll break if you'll try to ragdoll that character in the UE.
@CGDive3 жыл бұрын
@@GonziHere Thanks for the idea. I'll give it a try soon and I'll make a not to report back :)
@MinGuen3 жыл бұрын
This is hands down the best tutorial I've seen that covers how to send from B3D to UE! Thanks a lot for sharing!
@syedsaifuddin14133 жыл бұрын
I will always be grateful to you for teaching me rigging... Appreciate the hard work man.
@CGDive3 жыл бұрын
Any time! Thanks for the comment :)
@yuzame86732 жыл бұрын
Thanks for the tutorial it been very helpful. Question, how to fix the problem at 21:29 in Unreal? Thanks and sorry for bad English.
@CGDive2 жыл бұрын
If you use Send to Unreal, you won't get this or at least not as bad. You can also always right click your Skeletal Mesh and generate a new physics mesh. Play with the settings and you can get better results. You can also adjust the physics bodies manually. I'll make a tutorial about that later on.
@Kineticartist2 жыл бұрын
I almost passed this by because of the several steps to connect my epic games account with github but came back and followed exactly and it was not bad at all after seeing how this works I am absolutely astounded because I have been dealing with exporting a dinosaur character from blender to UE5 via fbx and it has been a terrible terrible experience this video has saved me al ot of hair pulling and frustration God Bless you for this excellent tutorial
@SureJungle232472 жыл бұрын
I you've got AVAST Antivirus disable protections or this wont work.
@toapyandfriends2 жыл бұрын
can you make a tutorial about how to make the manual physics look the same as send to unreal...for some I can't get send to unreal to work
@CGDive2 жыл бұрын
I am considering it. Someone said that it wouldn't work so I took the challenge :P Not sure when I can do it tho..
@activemotionpictures2 жыл бұрын
I will try 8:00 - 8:43 on Unreal Engine 5. Hopefully it will work?
@CGDive2 жыл бұрын
Should work, let me know if it doesnt :)
@lrlolable2 жыл бұрын
Does send to unreal work with ue5?
@CGDive2 жыл бұрын
Yeah, they keep the addon updated 👍
@lrlolable2 жыл бұрын
@@CGDive Nice thanks
@lemonworm3 жыл бұрын
I really appreciate you doing the third person controller tutorial from scratch, I usually prefer to understand my groundwork and how to make it myself at least rudimentarily
@CGDive3 жыл бұрын
Yeah, I tried to adapt existing blueprints to my needs and found it disorienting. :) Once you know how to do the basics manually, the pre-made stuff will start to make sense. Video coming next week :)
@lemonworm3 жыл бұрын
@@CGDive it seems the github link has 404'd
@CGDive3 жыл бұрын
@@lemonworm I explain why and how to fix that in the video :P Please watch the first 4 minutes.
@lemonworm3 жыл бұрын
@@CGDive my bad i definitely admit to jumping around lol i initially watched the vid then came back to get the link and forgot🙊 i managed to do the manual method regardless
@CGDive3 жыл бұрын
@@lemonworm So do I ;) I do recommend Send to Unreal tho!
@JE-nt6ix2 жыл бұрын
Anyone else solve a problem with Send to Unreal and animations failing to import? My rig without animation data exports fine, but any animation track results in a generic error "import failed" from Unreal
@CGDive2 жыл бұрын
I don't know. You could try sharing more infor about the error you're getting etc. But this is an actively developed addon. You should ask the developers on github!
@Alexander_S_K2 жыл бұрын
EDITED: The problems arising from the manual import is because of the unit scale mismatch. For anyone else reading this, the physics asset looking all wrong in unreal engine after the manual export is because you have to change the scene unit scale before exporting. The default unit system in blender is in meters while in unreal its in centimeters. So you have to change your scaling system from 1 to 0,01. It's important to keep it in meters in blender and use the value 0,01 and NOT simply change it to "centimeters". If you do the latter it still wont work properly. Everything else can be as shown in the video.
@CGDive2 жыл бұрын
Which settings? The World scale?
@Alexander_S_K2 жыл бұрын
@@CGDive Yes, that was the issue. For anyone else reading this, the physics asset looking all wrong in unreal engine after the manual export is because you have to change the scene unit scale before exporting. The default unit system in blender is in meters while in unreal its in centimeters. So you have to change your scaling system from 1 to 0,01. It's important to keep it in meters in blender and use the value 0,01 and NOT simply change it to "centimeters". If you do the latter it still wont work properly. Everything else can be as you showed,
@Alexander_S_K2 жыл бұрын
@@CGDive Reading now my first comment i sound like such a brat. It was right before i got to bed and i typed it from my cellphone so yeah, sorry about that.
@CGDive2 жыл бұрын
@@Alexander_S_K No problem and sorry for the late reply (YT flagged your comments and possible spam :/) You're right about what you said. I prefer Send to UE which fixes the physics stuff with Scene scale 1.0. Also I think there is a way to fix the large physics assets with a bit of manual work but I've only tested it partly so I can't say for sure.
@sarujay1533 Жыл бұрын
when i use the plugin it imports the mesh just fine but the animations get completely distorted... not just slightly but like the entire thing is unrecognizable. please help!!,
@CGDive Жыл бұрын
Not sure. That would be something to share with the developers. In the GitHub page where you downloaded the addon, the is a Issues section. You can also send me your file. I'm interested in common problems with theses tools.
@Makos63 Жыл бұрын
When moving the game rig to the export directory with the new plugin version, control rig control on game rig breaks. Or am I missing something?
@CGDive Жыл бұрын
I can't guarantee this still works with ue5 and especially control rig. Although the principles are the same, a lot has changed.
@llYuki0okami Жыл бұрын
How to export just animation with Send to unreal? When I try it just giving me new skeleton
@CGDive Жыл бұрын
I don't remember if possible. I can usually get it to do what I want by going through the export settings. Check out the manual for now. I might have videos on Send2UE in the future.
@mateuszabramek7015 Жыл бұрын
Looks like repository doesn't exist anymore
@CGDive Жыл бұрын
Looks like you aren't watching the video :P
@SureJungle232472 жыл бұрын
yey, it worked
@CGDive2 жыл бұрын
Nice:)
@EricAndre615 Жыл бұрын
Everything was good up until the Alt-LMB click to disable the constraints on the game rig. I'm on Linux and ALT+click is a special system command for resizing windows so it wasn't working. So, on Linux I had to actual do SHIFT-ALT-LMB Click to disable them and that worked.
@33Demonic2 жыл бұрын
Bro my textures are coming translousent in ue5 when i exported from pipeline and my armature was placed in rig.
@CGDive2 жыл бұрын
I am not sure if the material conversion is 100% successful. You may have to fix the material in UE...
@33Demonic2 жыл бұрын
@@CGDive bro i fixed that thing by turning on two sided in material 🌚
@CGDive2 жыл бұрын
@@33Demonic Ah cool but there may be a better solution. I suspect that your character has inverted normals. See this video kzbin.info/www/bejne/qWTRaoijnpd9qpo
@MrSubsonicc2 жыл бұрын
Qustion:When i export my skeleton and mesh to Unreal via FBX my root bone turns upside down,first bone after that becomes the same lenght as the upsidedown root bone and gets placed over the root and every other bone in chain gets pulled back one space.Can Anybody help?
@CGDive2 жыл бұрын
Never had this problem, sorry.
@MrSubsonicc2 жыл бұрын
@@CGDive No Problem man,turns out its all good,its just that Unreal doesnt show them the way he was supposed to and smth with names and lenght,tnx any way
@ronioclarenzo6137 Жыл бұрын
Excellent tutorial series! Expertly explained! Thanks for your help!
@llYuki0okami Жыл бұрын
I linked epic and github and still getting 404 error
@llYuki0okami Жыл бұрын
I had to click invite button they send me in email and now it works
@CGDive Жыл бұрын
Cool!
@tiraniks1158 Жыл бұрын
Now I noticed that the addon has changed, now there are no all collections, only one export, root and mesh were thrown into export, the animation was exported, but the model itself was not normally exported, all parts of the body were simply thrown into one pile. And the material is all white!(
@CGDive Жыл бұрын
Materials are usually screwed with any method. Regarding the model there is an export option to export it as a whole character or as separate meshes. I guess separate is the default. Gotta make a tutorial on the addon.
@tiraniks1158 Жыл бұрын
@@CGDive Thank you, I'll be looking forward to the tutorial!
@tiraniks1158 Жыл бұрын
@@CGDive In general, I have now tested the manual export method, and it works fine) So it remains to deal with the adon! Looking forward to the tutorial!Like for video!
@dimitarkostov83012 жыл бұрын
An extremely helpful video and series. A big thanks!
@Haroon3D3 жыл бұрын
i have added GIThub account and everything still getting the Page not found? EULA is not coming i don't know why?
@CGDive3 жыл бұрын
Did you check your spam folder?
@Haroon3D3 жыл бұрын
@@CGDive i've Replace the ALS characters and all the animations are working spectacularly, more on i have replace the weapons with static mesh options to, now i wanna know how to save the ALS skeleton for more character? Because i have more characters and i want to test all the characters, either they are fine or not and all the animations are working properly, is it possible to save the skeleton for importing more characters, or i need to make VB for every character as i did for my first character?
@CGDive3 жыл бұрын
@@Haroon3D Sorry I haven't messed around with ALS much yet.
@Haroon3D3 жыл бұрын
@@CGDive OK Np!
@Bloodywasher3 жыл бұрын
20 second into the vid oh no exporter add-on... 24 seconds in ohh yeahh babyyy.....
@CGDive3 жыл бұрын
Hah, nope, not an exporter. More of a prep tool which makes exporting simple :)
@krosshj3 жыл бұрын
hi, I want to ask for your desktop at [2:05], which software did it? could u plz tell me? :D
@krosshj3 жыл бұрын
@@CGDive I added it right now, that's super cool! thank you :D
@MsMidnightStories3 жыл бұрын
They seriously need something better than this to link blender to unreal !
@CGDive3 жыл бұрын
What features do you miss?
@daniewwerssGoodOne2 жыл бұрын
What a legend todor ! 🙌
@ReverseAltruism2 жыл бұрын
@CGDive I used the control rig to game rig baking method but for some reason the animations still aren't completely right. Fingers would sometimes make a fist where it should be straight or the character leans in a direction in some cases. Would you maby have any idea why? I export my animations with the fbx method to use 0.01 Metric scale. Would be grateful for some advice.
@CGDive2 жыл бұрын
I am not sure but we don't do this manually anymore. We have an addon that automates the process kzbin.info/www/bejne/n4ulqWR_bNugh5I
@DylanMezzanotte2 жыл бұрын
The Pipeline button in blender doesn't operate, seems glitchy
@CGDive2 жыл бұрын
I haven't had that problem.
@DylanMezzanotte2 жыл бұрын
@@CGDive I think it's because I'm using Blender 3.2 and the addon 2.0.2. I'm now trying with your version of blender and addon but know the root is moving but the meshes are not.
@DylanMezzanotte2 жыл бұрын
with blender 3.0.1 seems working but now the Pipeline button only shows "Create pre-defined collection" and no import/export
@CGDive2 жыл бұрын
@@DylanMezzanotte Try submitting a bug report with the addon developer. Solving such technical problems is beyond my ability :)
@DylanMezzanotte2 жыл бұрын
@@CGDive Sure, I also want to say that you are the best and exactly soddisfy my needs, where can I donate you a coffee?
@vitto81123 жыл бұрын
Great content. I cant wait the 5 part. I am finishing a Motocross bike prop for games and this tutos will help me for rigging and Unreal
@CGDive3 жыл бұрын
Cool, part 5 coming tomorrow :)
@mrdata98232 жыл бұрын
Hello, first of all, thanks for the awesome tutorial. That said, I get an scale error with my project but the thing is I'm not fallowing this tutorial, I just wanted a way to send my rig and drone character thing to unreal and this is what I found. Would you know how to fix the scale issue? Would it be too much to ask if I can send you the file so you can check? thanks! Oh and if I try to apply the scale, it breaks everything, I really need help!
@CGDive2 жыл бұрын
Most likely, you have to apply the scale of your armature. I think the plugin also has an option to disregard scale but it's not recommended. I can't look at files for the next couple of weeks because I'm not at my usual workspace.
@mrdata98232 жыл бұрын
@@CGDive thanks for answering! The thing is that when I apply the scale to my armature it breaks all my positions for some reason. I'll see if I find that option.
@Morty-rd9yr3 жыл бұрын
thank you for your videos bro.
@CGDive3 жыл бұрын
Glad you like them!
@michaelp3ddesigns2 жыл бұрын
I've got a successful animation imported thanks to you! Something I noticed: If I have multiple mesh parented to the same root rig with empty groups (eye, main mesh, teeth), and I put those 3 mesh into the 'Mesh' category for export, when I open my animation in Unreal, only the first mesh will be visible - in this case the eye, floating right where it should be, with no body or teeth. This is fixed by joining the 3 mesh together. Anyone found a way to export without joining every mesh in the animation?
@CGDive2 жыл бұрын
Not sure... why are the meshes parented with empty groups?
@michaelp3ddesigns2 жыл бұрын
@@CGDive You parented the props on your Ogre to the armature with empty groups. Which was the only example I found that involved multiple mesh. I tried a parent with armature deform too and in both cases only the first mesh in the category got sent to Unreal. Every mesh has weights. Blender 3.1 to UE5. I'll try a manual export sometime soon.
@CGDive2 жыл бұрын
@@michaelp3ddesigns So you parent with Empty Groups and then assign weights manually, right? Make sure that the UE addon is updated for 3.1, by the way (could be but I am not sure) I am not sure what the problem is. Feel free to email me your scenes. cgdive.com/contact
@haydenhoodless20553 жыл бұрын
I have made a rig with seperate objects for the hair, eyes, eyelids, clothes. The eyes are controlled by the same armature that controls my body but I have eye bones only painted to the eyes etc and the clothes are parented to the armature like the mesh. The hair is parented to the head bone but not deformed, likewise the eyes are also parented to the head bone. My animations in blender are working fine but every tutorial I find only uses a single mesh. How do I go about bringing it into unreal, do I have to bake the animations and join all the meshes into a single mesh for each keyframe or something?
@CGDive3 жыл бұрын
You don't have to join the meshes together. You can have as many meshes as you like but they have to be parented to a single armature. The only problem I see from what you wrote is that some meshes seem to be parented to a bone without weights (if I understood correctly). That cannot be exported to Unreal. So make sure that all meshes are parented to your game rig using vertex weights and it should be all good :)
@haydenhoodless20553 жыл бұрын
@@CGDive Thanks for the reply, I am making better progress now and have had success bringing eyes-hair with the mesh with animation exactly as you say. Now I want to ask - My animation features shape keys for facial animations on the main mesh that happen alongside armature movement, but these don't seem to have imported with it. I can access the shape keys as morph targets in UE. What's the best practice here?
@CGDive3 жыл бұрын
@@haydenhoodless2055 What kind of rig are you using? Is it two rigs like in the video?
@r0dybuen03 жыл бұрын
Hey man my character still has scaling problems even after installing send to unreal 1.8.3 , any advice?
@CGDive3 жыл бұрын
What kind of issues? I'd like to take a look. Send me the blend files if you like. Either via discord discord.gg/YFH5HUv or find my email here cgdive.com/contact/
@r0dybuen03 жыл бұрын
@@CGDive Thank you! I just emailed you the .blend file with a message about some of the issues
@CGDive3 жыл бұрын
@@r0dybuen0 I emailed you back with a possible solution. Most likely you played with the Send to Unreal settings too much :) Keep these settings to default unless you really understand what you are doing.
@talonstride3 жыл бұрын
I did the same quick export fbx for my character and animations into Unity from the" 2headed ogre rigify to unreal" video and it worked for me. Great work so far, Todor.
@CGDive3 жыл бұрын
Yeah, more or less the same settings tend to work for Unity.
@talonstride3 жыл бұрын
@@CGDive I am willing to learn your preferred workflow of exporting the game-ready rig to Unity in the upcoming series.
@CGDive3 жыл бұрын
@@talonstride I'll try to release it this month.
@davidmoon37763 жыл бұрын
These videos are extraordinary thank you! I have a problem though - when I go to disable my constraints, after animation baking, I can't disable them all at once. If I select all bones and disable them, it only disables one of them, and I have to go through manually and select each one. Am I missing something? I am relatively new to Blender so I wouldn't be surprised, but I don't know what's up
@CGDive3 жыл бұрын
Do you alt+clcik on the "eye" icon? That should work. If you alt+click and it doesn't work, you have probably enabled "Emulate 3 button mouse" under Preferences > Input. Here is an alternative way to disable all Constraints. Select all bones, disable the constraint of the active bone, Right-click on the eye icon and select "Copy to selected".
@davidmoon37763 жыл бұрын
@@CGDive Thank you! This solved my problem immediately! I must have not been paying full attention when you mentioned alt -clicking, which works with no issue. I worked out I could search for “copy transforms” in the inspector and click down the column, which made it possible at least but still very cumbersome - this way is much better. Thanks for getting back to me so quickly!
@CGDive3 жыл бұрын
@@davidmoon3776 Sure thing! And very soon we'll be releasing an addon that automates most of the rig preparation and it has a button to mute/unmute all constraints with one click. Should be out within a two weeks or so, I just need to make a video about it ;)
@davidmoon37763 жыл бұрын
@@CGDive very cool! Will it also be able to automatically copy the constraints from the control rig to the game rig? I couldn’t get the code working so had to manually do it
@CGDive3 жыл бұрын
@@davidmoon3776 Not just that but it can extract a game rig from a control rig with a few clicks. And all constraints are set up for you automatically.
@vindaravind8763 жыл бұрын
my material missing, what should i do for that ...
@CGDive3 жыл бұрын
Please be more specific. What material is missing and where? :)
@vindaravind8763 жыл бұрын
@@CGDive my character imported as just grey ceck boxes , no material is imported . Pls help me
@CGDive3 жыл бұрын
@@vindaravind876 Did you use Send to unreal or FBX? Do you have a material applied in Blender?
@vindaravind8763 жыл бұрын
@@CGDive yes, material applied. i send to unreal and fbx export also does the same
@CGDive3 жыл бұрын
@@vindaravind876 Not sure why, feel free to send me a blend file for inspection :)
@nazirullsafrypaijo56943 жыл бұрын
The add on is no longer in the link 404 even after github unreal link
@CGDive3 жыл бұрын
Please watch the video without skipping around :P
@nazirullsafrypaijo56943 жыл бұрын
@@CGDive ahh ok. One thing missing is you need to accept the github invite to join epicgames. now its working. Thanks!
@kerisek112 жыл бұрын
I had the same problem haha
@killdavidd Жыл бұрын
i dont know what im doing wrong but this just simply does not work at all for me. i get animations to send. then they send broken, then they just dont work at all in unreal. why make something so simple so complex.