I'm a Blender Noob learning the basic today.
Following are Notes from Gordon Vart's tutorial
Link: https://youtu.be/AEmz-1RQDoQ
setting the unit right:
Unit scale: 0.01
Length: centimeters
Let's do some modeling
go to modeling tab
change to face select mode
select the top face
To create a pyramid
select mesh tab>merge> at center
Go to x ray mode
select the top edges, ctrl+ E for subdivide
Set the number of cuts to 10
When we done with modeling, go back to layout mode
go to front view
Since we still have transform information, we want to apply transform to the model
go to object, apply,
Location and rotation is set to 0, scale is back to 1
Set the origin to 3d cursor
Now, we want to add armature/ skeleton to the mesh
To show the bone, go to object data property, viewport display: check in Front
The armature is too small to see, let's scale it up
lets add more bones, go to modeling tab, hit 1 to front viewport
select the top of bone, hit E for extrude, hit z for extrude along z direction,place the second bone
Select the armature, go back to layout tab
Object>apply> all transform
Parent your mesh to your armature
Select your mesh, shift select your bone
do parent, automatic weights
select your mesh, go to weight painting mode
Let's begin animate, go to animation tab
select the bones, go to pose mode
select all the bones
Go to object data property
pose library tab, add new
hit + to add the initial pose
turn on auto key if you wish
to add our first pose to timeline
hit apply pose library pose button
apply the pose again in the last frame, so the animation would loop without snapping
add some animation inbetween
Tip: hit T to bring up the tool bar
Go to action editor on your timeline
rename your clip: idle, hit the fake user button
Now we have the animation
It's time to bring it to UE4
Back to layout tab, Select the mesh
Go to File>export> FBX
in the export setting
only select Armature and Mesh, Forward: X forward, UP: Z up
hit export FBX
Let's import the FBX to Unreal engine
make sure skeletal mesh, import mesh, import animations is selected
All Set
Comentários