Quick note, this is if you want to use your own rig for your own animations - If you want to be able to use the animations that come with Unreal Engine 5 by default, then you'll need to make sure your rig is compatible with Unreal 5's Skeleton, rename the root in Blender from "Armature" to "root", and do some major retargeting - Also, If anyone knows where the download link for "SendToUnreal" for Blender 3.5 to Unreal 5, please feel free to let me know in the comments, so I can pin it up here for people to find :)
I might be incorrect but I believe like 2 or so years ago they discontinued the blender to unreal add-on because they started implementing base features in UE4 that make the add-on obsolete but I'm not sure if those options are in UE5 and I don't know how to use them. In theory you should be able to just import from blender to unreal if you have the right settings on in both programs without messing with any scale or other features (just like make sure you check armature and set the up axis the right way or something). If it's not doing that then maybe the version of unreal is not yet compatible with the version of blender or something... Again I could be wrong but I believe that it should be the case because UE said they would add more direct blender support when they joined blenders partner program and donated a bunch of money to the foundation
@@Marcel2278 there is an better option,maya to unreal, i think you already found that.. so 3dsmax and maya send easily with material to unreal,after many times and months testing i noticed blender isnt the best option to send to unreal... and maya has livelink,something you can also make an tutorial here,i liked that but i did not tested yet..
to re-scale a rig without messing up animations/rig, just make an empty, and parent your rig to the empty, and scale the empty up. Keeps my rig/animations in tact!
You must have the rig 1:1 in unreal or you will break many things, physics, root motion, retargeting, etc. Make sure the rig is scaled correctly before exporting.
@@sunny99179 You need to export it as scale of 1 in blender but you need to use .01 meters as measurement in blender instead of default units. Then scale the rig correctly in blender and apply the scale. Then Export it. In unreal engine you can check the scale of the skeleton and should be 1. If scaled isn't 1 then you will have retargeting issues and root motion problems.
I learned so many of these things over trial and error and much blood and tears. Imma say thank you for all the people who don’t have to go through this now. I will say that even with a pretty robust pipeline now I still run into issues so I’m looking at control rig pretty heavy. I hope you can dive into it cause I’ve tried to follow some tutorials and they are hard to follow and nothing gets explained I feel like. Also they keep saying to use the mannequin but I have custom quadruped characters so knowing mannequin tricks is not helpful to me lol
Y'know, I'm not a big follower of your channel or anything, I just happen to come across your vids mixed in with everyone else's when I'm searching for a solution to problem in my Blender / gamedev journey. At first it wasn't a big deal, sometimes the solution came from you, sometimes from anyone else (though the 'in 60 seconds' vids were always a treat), that's just how it is with the internet. But can I just say HOW GLAD I AM NOW TO HEAR YOUR VOICE AT THE START OF A VIDEO WHEN SIFTING THROUGH SEARCH RESULTS. You're a god damn hero.
Well, thank you for taking the time to respond and MEGA thanks for the super chat man. I'm so glad to hear you got what you needed from the information. You take care man and have an absolutely fantastic day bro-!!
finally, an actual tutorial for what i was asking for and not some guy telling me to cheap out and use mixamo
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I think it's simpler to export a single FBX with everything but then when importing in Unreal, uncheck the animations, then reimport the FBX in a subdir dedicated to animations and this time only import animations. This way the export process is simpler and when you add animations in blender, you can just reimport the fbx in the subdir and get the new animations (unreal doesn't see new animations from the fbx if you reimport it in the same directory as the skeletal mesh). Also, but be aware unreal forward axis is +X, your mesh is exported with +Y as its forward. I didn't found a clean solution for this yet.
I'd recommend re-rigging (or adjusting scale on import, re-rigging is still better), using the wrong scale can have other unforeseen issues, physics most notably
When exporting animations, if you export just the Skeleton it'll just try to import the animation data, so you don't have to disable the import option for mesh. Just make sure it's pointed towards the correct Skeleton in Unreal if it doesn't select it automatically.
1:33 -- "go to your animation" -- how, or any clarificaiton? Is it in Action Editor, Dope Sheet, Timeline, other? How to select 2nd animation to export it next? And for these, is it same to select all the meshes and the rig? I've tried a couple times, but I am missing some very small detail
A tip for the blender users that didn't know, in blender you can set youre units in "Scene-properties" to cm, that way you don't need to re scalle. (just if it actually did misscale)
It's good practice to set Simplify, under Bake Animations, to a lower number than 1. I use 0.1. Reducing this number will increase the filesize of the animations, but it'll also preserve the animations you made. Having it set to 1 will create slight discrepancies between the raw and exported animations, and the more precise and specific you need a certain movement to be, the more egregious this discrepancy will be.
I did not understand the scale thing. Why is it in the first place? Scale up by 100 then rig it after changing the unit to 0.1. I can’t wrap my head around this, there are some details missing and I am retandered.
For your own sanity if you're in UE5 just export to GLTF. Set your unit scale to centimeters ( in project scene settings, not export ) and you'll have a 1:1 conversion. Don't use FBX exporter.
@@pliantphoenix4063 Because the exporter has issues with scaling. And it's a hassle to get things right. Especially with armatures. ue5 GLTF importer is not without issues ( I had some issues getting morph targets to import with skeletal meshess in version 5.3 i think) but they are fixing bugs every update . Static meshes, materials, armatures, animations all work. So far exporting and importing from blender to UE5 has been smooth ( with the exception of the ue5 importer having a bug in specific cases , but again the devs are aware and fixing them)
When I import the animation to unreal my character looks like its been run over by a car. It looks fine in blender and it the same file. No idea how to fix this.
I don't use blender but I've bought a (rigged) mesh which has originally been created in blender. The mesh itself is perfect, however the textures are missing when importing into UE5. I am able to open the mesh in blender (as there's a blender downloadable and .fbx for unreal). The mesh is abolsutely perfect in blender, which makes me assume it's not exported well as the map with textures (which you receive when downloading the mesh as an .fbx) do not include all textures (e.g. the lips, eyes, nails are missing). Anyone knows what the issue is? Or can someone explain to me how to properly export the mesh, so that all textures are included?
@@dondahighhh12 Hey, thanks a lot for your suggestion, it means a lot! I recently found out that the mesh's textures are overlayed so instead of needing seperate textures for specific parts, I just had to make use of the same exact diffuse texture on all parts of the body. Looking back it makes absolute sense as these would obviously be UV-mapped into 1 texture.
Please do a tutorial on how to import correctly the ue5 mannequin inside blender, create a custom animation, like an attack or idle or dodge, and export the animation in unreal that dont need retargeting and can be used right away It will be so cool to have this kind of tutorial from you and im sure it will have a ton of views
Another tip for those who don’t want to calculate the cm to meters, open a third person project, export the character mesh and then keep it around to later import into your blender projects to measure scale!
I didn't scale correctly and the animation comes up small, but how do I scale it correctly to the character blueprint and do the same with the other animations? Anyone know?
My character at first appeared to disappear after applying animation in unreal but later I found it changed it position away from the pivot how can I fix that?
When I export the FBX File (without joining all the meshes) to UE5, it comes all separatedly (head, body, legs...). UE5 doesn't import as one unic mesh. I tried to parenting the objects, but it didn't work. When I join it, as I did the animations with drivers (shape keys) in blender, I have to configure all again. After I did it and the animations were okay... when I import it in UE5, the feet ane hands didn't move, only bod, which was the last object selected when I joined all the meshes... What do I do?
thanks, i watched the Video to export my animated Door, and the hint with uncheck NA Strips and All Actions work well! now i have one door with one animation and not 265 Doors :D
Sometimes using Root Motion animations you’ll get tiny bones. The solution is to scale just the bones. It doesn’t always go smoothly but typically you can select just the armature in object mode, scale by 100, apply scale. Then re-scale it down by 100 and do not apply that scale.
Good morning, I'm looking to do the same thing but this tutorial doesn't seem complete or geared towards the experienced user, do you know where I could find one with a longer duration and more explanation, like getting past the faulted to merge bone error? Thank you.
I'm looking to do the same thing, if you have a complete tutorial to do that I'm interested, I can rig the character in several ways, auto rig pro, by hand with the metariges or the old fashioned way with weight painting, but I don't know which method and the best, I'm really struggling to find conclusive info on this subject. If you have any links, I'm all ears.
Anyone else get that "Multiple root bones" error? I just selected all the bones and parented to the first bone seems to of fixed it. Also, since I had lots of IK bones I had to select "no deform" on each one in bone settings. Then, on export select "Only deform bones" under armature. That fixed it. Also for some reason it imported really tiny unlike the base mesh so I had to scale it up. Is working now.
I animated an enemy to be squished down when he is killed. The head, limbs and eyes are on separate object meshes. In blender the animation comes out exactly how it should. But in unreal not everything got squished. Everything that is parented to the boned that is squished did not squish. Or scale down doesn't transfer through the rig. Why?
The next step is to set up the character with some shape keys and drivers to correct the body morph, and that will be a big obstacle and causes big trouble for me sadly...
@@QueenDoot Imagine you have a character with a shirt and short pants, if you don't use double joint then the elbow and knee will not look correct when they bend, so you make some shape keys to morph them to a correct state and add drivers to control shape keys in order to automate the process. That is what you want to achieve inside Unreal but IMO there is not simple solution or one click solution to do that directly, you need to set up a whole bunch of blueprints which is the gap I just can't get over for now.
@@chlbrnI'm new to this but it seems that character rig and animation is a nightmare, if you use metahuman you can't customize without Maya and a 100 US$ fan made addon, and still if customize too much it won't work, if do it all by yourself you got all sorts of problems.
how to import a character from Blender to UE4, if the FBX has multiple clothing and shoes? How to keep them separate in UE4?? when I import, it just combines them as one "SkeletalMeshActor". How to solve this issue??
search for a video called " My Blender To Unreal Engine Character Workflow | Tutorial " by Pontypants. he explains it at 3:33 mark, you can only have 1 top-level root bone
so what if i wanted to import my character mesh in pieces.. for some reason unreal always gives me the "failed to merge bones" complaint everytime i try that
Are having the problem where the limbs, head, body and hair are imported as their own separate skeletal meshes, no idea why, anyone have have any idea why this happens?
My animations vibrate (jerky movement) when added to the main player start (replacing the UE5quinn).. But they don't jerk when viewed in the UE5 timeline and viewer, only when I press play, all anims are loops. Anyone has an idea why this happens?.
Welp this doesn't help i want to animate it in unreal engine not make my animation in blender and import it to unreal engine but i cant see my rigg at all. Dunno if you can give me an answer in 2 days till my deadline
Why when I imported the LowPoly Model into Unreal from Blender with SkeletalMesh, this model made smooth, but when this model was imported only once without SkeletalMesh, all was right. Who knows, how it can be fixed?
Hey I know you don’t normally cover paid add ons but have you ever tried the uefy script with rigify just so you can use the animations from like the market place or something?
I just used some animations from my previous game in Unity, and in Unity I usually export all the animations as a single timeline and split them up in the engine later - But, normally you would have each animation separate :)
I use ue4/5 to fix the scaling problem just export the unreal engine Manny character to blender and import him to ur blender file and scale ur character to the same size as manny. Hope this help
you just need to make sure that you disable "Apply Modifiers" at export as applying modifiers destroys shape keys, then on import, ensure to enable Morph Targets. you'll also need to make sure that the material supports Morph Targets as well.
Video VihRvil3138 on youtube (Maker Tales, set blender up in mm) shows how to change everything so your modeling size and exports are millimeters (for 3d printing). I suspect the same thing would work to set it up in cm, letting you model as usual without having to scale things up before or after the fact.
Wow thank you so much of the tutorial, this was exactly what I was looking for! I greatly appreciate your expertise I have a few characters with complex rigs that work in conjunction with wrinkle maps. I’m looking to transfer them to Unreal Engine for use with motion capture. I need the wrinkle maps and their corresponding mask image maps, as well as topology, nodes, drivers, shape keys and UV layout to stay the same. Is there a way to transfer all of these components in Blender to Unreal Engine and have the same character and rig in Unreal? For instance when I open the character in Unreal Engine, will all of those components have transferred or will I need to redo them? Forgive my lack of knowledge in Unreal Engine, I’m not familiar with it.
While I genuinely appreciate the effort that you have put into providing the solution of Blender to UE. Blender is an absolute nightmare for working with Skinned Meshes and importing to Unreal Engine. I have been using Blender since it was gray and pink all over, meaning since 2008-ish. I had to switch to Maya after discovering how seamless scaling and unit conversions are between Unreal and Maya. As a plus, joint orientations from Blender to Unreal is an absolute Psychological Trauma. Maya to Unreal Engine. It Just works. Scales, Joint orientations and just about everything. You export. You Import. Bam! It works. Just like that.