Bring Blender Geometry Nodes to Unreal Engine (works for cloth simulations too!)

  Рет қаралды 11,316

NateDotFbx

NateDotFbx

Күн бұрын

After much searching and hair pulling I have found a way to export geometry nodes to Unreal Engine using a series of exports and imports in various file types. This should also work for cloth simulations, soft bodies, Marvelous Designer animations, or any other animation that uses displacement of vectors.
Please like and subscribe if you found this helpful!
Ducky3D tutorial:
• Satisfying Geometry No...

Пікірлер: 39
@user-mp1ui3vn7q
@user-mp1ui3vn7q 5 ай бұрын
Dude at the begining i was like, what! alembic my performance is going down the drain, but i keep watching and oh boy you did it, with an fbx this looks amazing men i have to try this!
@adrawdesign
@adrawdesign 5 ай бұрын
trully briliant that something i'd use real well thank you
@lashalk9054
@lashalk9054 8 ай бұрын
Thanks you are my hero. Liked and subscribed.
@amirhoseini3563
@amirhoseini3563 8 ай бұрын
this is great,thanks bro
@prototype9000
@prototype9000 Ай бұрын
ive got it to work without having to make a location key skipped everything after that works fine
@george6ix9ine20
@george6ix9ine20 6 күн бұрын
th y for video and work, but What is the difference between abc import and skeleton mesh import type?
@vladtheclad
@vladtheclad Ай бұрын
Nice trick with Skeletal Meshes. But I'd advice to use a vertex offset animation in VAT shader. This will be way cheaper than Skeletal Meshes in UE.
@Misterred-GW2
@Misterred-GW2 2 ай бұрын
Thank you for this video! Whenever I do this, my normals are stretched warped and look really bad in ue5. However in Blender they look great, any idea why this would be the case?
@Misterred-GW2
@Misterred-GW2 Ай бұрын
I managed to fix it by checking the Triangulate faces box under geometry. Apperently Unreal only works with triangle Polygons, while my mesh in Blender was made with quads, in the converting process the normals took a hit. This fixed it
@IamSH1VA
@IamSH1VA 8 ай бұрын
Very cool, i was searching for something like this. Thanks. 🙏 I think all these steps can be done through *python script* /blenders addon system so you will get final FBX or maybe even directly import GN to UE5. That would save so much time. Very cool of you for sharing. Subscribing….
@Natedotfbx
@Natedotfbx 8 ай бұрын
If you figure that out, please share!
@Greacus
@Greacus 4 ай бұрын
For some reason, my fbx file doesn't have the animations. Help please.
@summer.vfX-trem
@summer.vfX-trem Ай бұрын
I made some test using USD, it's working, you have nothing to do except exporting as USD. bonus, you're keeping material (if compatible)
@summer.vfX-trem
@summer.vfX-trem Ай бұрын
there is also 2 plugins on market (99euros). But haven't test it yet. if someone else had ?
@denat5108
@denat5108 7 ай бұрын
Can i use your method with multiple materials? I see your method collapse all mats to one. About a year i am searching for a method to import crouds and traffic to ue based on GN
@Natedotfbx
@Natedotfbx 7 ай бұрын
I am pretty sure you can have as many materials as there are faces on the model you are using, go wild. This workflow will only affect the shapekey animations. However, you have to reapply materials after reimporting the .mdd file unfortunately.
@olesiaesenzholova2036
@olesiaesenzholova2036 Ай бұрын
please, help. Can't apply mdd export. errors ((
@sepehrabdar9304
@sepehrabdar9304 7 ай бұрын
I just tried this out and my final fbx file was about 2.5Gb and whenever i tried to import it into unreal, the import menu never shows up and unreal just freezes, do you have any thoughts that could help me out? do i just need to drastically lower the vertex count to make the file smaller?
@Natedotfbx
@Natedotfbx 7 ай бұрын
Yeah 2.5 gigs is probably a bit large for this workflow. Your computer might not have enough ram to process the import. If there is a way to decimate the animation, I would do that.
@sepehrabdar9304
@sepehrabdar9304 7 ай бұрын
@@Natedotfbx loool I have 64gb of ram
@Natedotfbx
@Natedotfbx 7 ай бұрын
@@sepehrabdar9304 Oh lol, thats as much as I have. How many verticies are we talking?
@sepehrabdar9304
@sepehrabdar9304 7 ай бұрын
@@Natedotfbx well there was about 1.6M but i brought down the bevel drastically and its lower now, but the problem is, after i follow your steps exactly, my fbx doesnt have an animation at all and its just the mesh as it was in the frame the player was on when i exported it
@Natedotfbx
@Natedotfbx 7 ай бұрын
@@sepehrabdar9304 Does everything work up until the point of exporting to fbx? you can delete the point cache modifier and the animation still works in blender? The animation will break if any verticies are created or destroyed during the animation.
@SatyajitMondal-wq4wc
@SatyajitMondal-wq4wc 2 ай бұрын
how to retain the texture of my models?
@Natedotfbx
@Natedotfbx 2 ай бұрын
I have not found a way, you will need to uv unwrap again
@s4kMoviemake
@s4kMoviemake 6 күн бұрын
@@Natedotfbx when you are exporting the FBX in the patch mode section put "Copy" instead of "Auto", then click in the "tiny square with box", and your textures will be baked and ready for unreal
@benveasey7474
@benveasey7474 3 ай бұрын
Would this work with particles?
@Natedotfbx
@Natedotfbx 3 ай бұрын
It only works if there is a real vertex geometry. I would stick to Niagra for particles.
@gabrielgherman87
@gabrielgherman87 2 ай бұрын
I believe the key here is what he explained in the beginning of the video about the Realize node. "The Realize Instances node makes any instances (efficient duplicates of the same geometry) into real geometry data. " (Description from the official Blender documentation). Of course, I am not aware of your goal here, but Niagara is an amazing tool from Unreal for particles/simulations. Even you want something more robust, look for workflows that use Houdini and Unreal. Houdini is a paid software, but there is a free non-commercial version. Houdini is very complex, but as far as I am aware, it is the most powerful tool currently available to the general public for simulations.
@benveasey7474
@benveasey7474 2 ай бұрын
@@gabrielgherman87 My goal is to have fluid like particles in Unreal. I need to do a lot of research. I know Niagara has 3D Fluid particles but I need to test to see if they are superior to the particles from the Blender Addon FluidLab (really easy to use Addon). I have marked Houdini down as a last resort (Dylan Brown has done some great tutorials on getting Houdini water into UE). It's my last resort since it has the reputation for being hard to learn. My ultimate aim is to have Unreal do Water Features. I would ideally like to offer the water features as a playable level, so that clients can get an idea of what they will look like before they are built.
@pav5000
@pav5000 4 ай бұрын
UE now supports geometry nodes natively, so you may just use them there kzbin.info/www/bejne/b3qnfIOcg96kmK8
@JasonSmith-pn6ch
@JasonSmith-pn6ch 4 ай бұрын
Later in that video one of the guys clearly states that those tools are not planned for public availability so if anyone is thinking of watching that video it will not help you accomplish the content explained in this video.
@gabrielgherman87
@gabrielgherman87 2 ай бұрын
​@@JasonSmith-pn6ch You saved me from watching a 2 hour video, thanks! And for anyone else who wants to confirm, 1:32:00 is where they mentioned it.
@noknownsaint
@noknownsaint 5 ай бұрын
When i Import my object back into blender (entirely made in geometry node) its just a plane?
@Natedotfbx
@Natedotfbx 5 ай бұрын
make sure you realize instances!
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