I use Blender n Unreal Engine work flow for years and pivot point is always the most irritating thing ever, thanks to ur video, it totally works!
@zhoslenmakoev Жыл бұрын
You're welcome! I’m glad if it was helpful ❤
@limitlessinmind Жыл бұрын
@@zhoslenmakoev honestly, more than helpful, game changer bro, saves crazy amount of time!
@rufty5729 Жыл бұрын
This is Amazing. No other KZbin videos show the correct way to export to UE. Thank you.
@IDanielWaleczek3 күн бұрын
Wooow, thank you so much!
@vrx4533 Жыл бұрын
Thank you! That was very helpful
@zhoslenmakoev Жыл бұрын
welcome!
@cr0uchingtiger Жыл бұрын
Only issue is, what if you want to bring it a bunch of objects, and want them to maintain their position, like a scene (so when you drag and drop into UE it keeps it's arrangement), but also want each object to keep its own original origin point.
@zhoslenmakoev Жыл бұрын
You can make import objects as 'FBX scene', and all objects should save their position and origins
@eecitefilms Жыл бұрын
@@zhoslenmakoev Thank you for putting this in the comments - this is exactly what I was looking for (for hours!)
@kevinbillington977311 ай бұрын
USD seems another way.
@cr0uchingtiger11 ай бұрын
@@kevinbillington9773 USD is crap because it often garbles the textures and it's very hard to change them inside Unreal.
@Kalikovision710 ай бұрын
Thanks for the short vid. Also, the outro music was like x3 your voice volume.
@homya4195 Жыл бұрын
oh my shit! thank you!!!!!!
@zhoslenmakoev Жыл бұрын
welcome!
@Dhieen3 ай бұрын
so the transfrom vertex to absolute is the solution? doesnt it break some stuff? i need more info on this option, here you dont explain at all
@LordAssassinLych Жыл бұрын
when I uncheck that box, the mesh I was trying to import is changed drastically. I mean it's totally different thing from what I was exporting. Don't know why. Anyway, I've struggled a lot and then found out that the easiest way (might not work for everyone) is to set the location of the object to 0,0,0 and then just relocate the object in the engine or elsewhere.
@summer.vfX-trem7 ай бұрын
the coordinate space in blender is not oriented as the one in unreal. so it's ok to have the correct pivot spot (as describe in video). but the object will be at zero (no transform conservation) and the axes will not be oriented as in your blender. I've try all the 4 option for the forward axis and none give an pivot orientation as in blender. best option for me is exporting Zup and X forward. Than in unreal value on Y should go and X (but no negative value should be use, only invert X and Y)
@summer.vfX-trem7 ай бұрын
If you want to export objects with pivots and parenting . then export as explain, in unreal/file/import into level => it will import all object + create a blueprint with the parenting and object at the same position
@thaylanoliscovicz9051 Жыл бұрын
This is great, thanks. Unfortunately, it seems impossible to import your model from blender maintaining the original positions of your scene. For example, imagine you have a car, with two doors that can open. If you import inside unreal, youll have to manually place the doors on the car. Now imagine doing this if you have a spaceship or mechanical object with lots of cranks and levers. It seems so simple there is no way people on big studios do this by hand :/
@safak. Жыл бұрын
try File>import into level
@Chukakennedy10 ай бұрын
@@BozBundalocan you please explain further, this has been giving me headache for days now
@notthings64436 ай бұрын
유익한 정보 감사합니다.
@nikki_zyxx Жыл бұрын
Thank you so much!
@MastersRoger Жыл бұрын
Thx
@nilssiemon5029 Жыл бұрын
It all works, but now my scaling is really small. It was normal before i unchecked the "Transform Vertex to Absolute". Can anyone help? :D
@zhoslenmakoev Жыл бұрын
It's because before exporting from Blender you need to to apply "all transform" or "scale". After that, export fbx file as I showed in tutorial. :)
@patrykmietki2572 Жыл бұрын
You must turn on Apply Transform in blender FBX tab.
@Provincialify Жыл бұрын
no, "apply transformation" does not solve the problem, objects are still of different scales