![]() This is the Epic scale workaround that I will discuss later. NOTE: You may notice that the parent object of the imported data is an Empty that has a scale of 0.01. In the Import FBX options section, leave everything at the default setting except for one thing (if you're importing a skeletal mesh): Under Armatures, enable Automatic Bone Orientation. Choose the FBX file that you exported from UE4.(Leave the Fbx Export Compatibility as FBX 2013.) Click Export. In the FBX Export Options, use the default settings.Choose a file name and location and leave the type as FBX File.Right-click on the mesh asset in the content browser and select Asset Actions → Export.This is the easiest part because we just use the default options for exporting. The software versions used here are Unreal Engine 4.24.2 and Blender 2.80. We will not be exporting or importing animation data, collision geometry, etc. ![]() In this example, we will only be working with mesh and armature data. I'll go over a solution for that in the Physics Asset Workaround section. The process is relatively straight-forward unless your mesh needs to have a Physics Asset in UE4. This process uses FBX as the intermediate file format. Here are the settings that I use to get a mesh (static or skeletal) from UE4 into Blender and from Blender into UE4.
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