If anyone is still having problems with the physics not working make sure before you export to “apply transformations” this is done by pressing “ctrl A” :)
following someone who started from scratch is helpful when you give the tips that normal tutorials would skip over because its considered normal industry knowledge
Hi from the future! In the future we're now on Unreal Engine 5.1 - If you're wondering how the scale is still getting jacked up with your model, and the capsules aren't lining up or you're getting 2/3 capsules, than fear not! Under the physics asset window where you see the capsules, you will need to go under Tools on the right hand side and under the "Body Creation" drop down go to: "Min Bone Size". My model's bones were too small, so adjusting this down to 0.07 allowed the engine to properly detect my tiny bones and compensate appropriately. Now every bone has a capsule.
I’ve referenced these videos so many times and only just learned you’re the one behind A Difficult Game About Climbing! Congratulations man!! 🥳 Thank you for giving us all so much!
Thank you! That is valuable! One piece of advice - in Blender you can just hover over an object and press "L" it will select the whole piece under the cursor, no need to select poly and ctrl-L, it speeds up things considerably
I dont know how I found this, I searched every single video for my problem. I couldnt export from Blender to Unreal... And I found this video! You are the God!!! I cant explain how happy I am right now. I spent hours trying to fix it and all I had to do is just to watch this video!
I love that you showed the actual mistakes and how to fix them. Too often people assume that just rambling off all the "right" things to do in checklist format is the best way to instruct. But more often than not I'm scrubbing through content trying to find where I 'messed' up in the list with no clue what I missed or where I went wrong. Then getting frustrated and having to walk away til my head clears. I really wish more tutorials took into account common mistakes (or even uncommon) during the instruction.
Thanks for the helpful video! Just to note, if you already have a bone named "Root" in your armature, then you SHOULD rename your character's armature to "Armature" before export from Blender, otherwise you will end up with 2 root bones. As of 4.16 (and newer) UE4 will automatically remove the root node named "Armature" (which conveniently allows you to have a proper Root bone to work with in Blender).
@@foofofdeath Yes, I just checked with Unreal 5.3.2 and Blender 3.6.8 and it's the same. You need to rename your skeleton to "Armature" (without quotes) before export. Also, make sure your Unit System is set to "Metric" and your Unit Scale is set to 0.01 in Blender, otherwise the imported bones will look like giant spheres. 😄
My worflow is a bit different. Don't rename the armature. Create a root bone instead at the bottom of your character or else two problems will arise. First, the armature will have a scale of 100 in unreal. Second you will not be able to use root motion. And when you model in blender, do it 100 times bigger then you normally would. This is the only way I could find to have a skeleton of scale 1.0 in unreal and I tried all sorts of settings combinations.
Claps Claps Claps..... You Literally took the last TEN years of my life learning blender and made a video to explain..... this is one of the best Blender to Unreal Videos ever made... Just one thing you don't actually need to re-import the Mesh when importing animations.... just hit that check mark that says Mesh..... Every blender user Needs to watch.
Man, this tutorial was spot on, very well done. What version of blender are you using? I have been using blender and unreal for about a month but have mainly been focusing on blender due to not having a great setup for hardware. Point being, I really appreciate watching other people’s workflow and this was perfect. Thank you! Got yourself a sub here, keep it up. 🤙🏼
Boy I’ve searched 6 month for guy, who can explain everything U’re the one mate And btw Thanks for advice bout bens tutorial Mate that’s the best shit in the internet bout bp Long live mate Peace
Nice, is always so good to have these little advices. I will add a big one that solved a HUGE problem I was having with the Blender -> UE4 workflow: sometimes the animations will have minor jittering going from blender to ue4, this is particularly noticeable on the foot of the characters. To solve this, the SIMPLIFY option on Blender needs to be set up to 0.0, on the UE4 side you can also improve the quality of the animations by changing the compressions, but UE4 compression on animations are known to good, saving memory without changing the final result of the animation. These problems of jittering animations are caused by Blender exporting and compressing animations like a butcher.
Dude the quality of your videos & thumbneils are way ahead of your channel I seriously thought you got a lot of subscribers or something, keep up the great content & you'll deflintly get there 👍😀
Bro this the one thing that worked for me. Earlier whenever I imported my character , only one lod loaded which proved very hectic for texturing it. Now I have imported my character with the textures and lods itself thanks for this man
Ponty, I don't usually comment on videos but I love you. I'm currently working on my first game and this was the first time I ever animated something myself. The whole day I've been sat here trying to figure out settings and nothing worked. Now, renaming the Armature to root solved everything. Thank you!!!!
Honestly love you man. I was so hung up on so many things while trying to export to unreal that I nearly gave up. You are the gigachad of blender and unreal lol.
Man, i'm so greatful for this video! I've ben passed many and many hours trying to import from blender to unreal! The solve was only to change the name "armature" to "root"! Thats a really good Tip! God Bless you! Thank you!
Truly useful tutorial. I learned some of these problems the hard way by destroying an already animated character. Any animations that are made in incorrect scaled characters are just invalid and produce a stretched ball. They can't be scaled or fixed. Another problem with scaling is when you decide to work with skeleton sockets in UE4, they are bigger than the entire character and of course produce wrong calculations. And the most funny part about colliders, characters have tiny mass so they just bounce to infinity when you apply force to them.
I have a little tip for anyone watching. When exporting animations, only tick the "Armature" to export. When importing into UE it will then only import the animations. :)
The only thing it does if you leave the armature name is remove it from the hierarchy in Unreal, which is super helpful and there to be an aid to developers to prevent a double root. LOVE the video!
Great tutorial. I'm a blender user for a long time and I'm learning unreal for some month. I started right now with characters and animations in unreal. Your tips will save me a lot of time. Thanks for sharing your workflow.
i loveeeee you man, i struggled so hard with this root thing and you just came out of no where and help me sooooo much, thank you man, for real, thank youuuuuuuu
this video is gold. sure it misses some stuff, for example you need to have very specific conditions to be met with your characters rig in order to make the export work, but i tackled that problem with a different video, and after that, your tutorial went butter smooth. thank you!
Regarding the bone scaling problem. I think you can leave the units in Blender as default. But when you import your skeleton mesh into UE4, in the FBX import options tab, scroll down to Miscellaneous, and check the Convert scene unit box. It worked for me. Perhaps it may work for you aswell.
I was so puzzled with character setup in unreal engine 4, this broke things down and made things so much more understandable, thank you for this tutorial. This is extremely helpful! 😊
Woooow best tutorial ever, super short and perfect for what i needed, explains really well I will fix alot of problems I had when importing and even for retargeting, its super fast! Before i was doing that all manually
Words can't describe how helpful this is! I struggled with importing multiple animations correctly and your tips saved me a lot of time! Thank you good sir :D
For me setting the scale to 0.01 and meters or 1 and centimeters didn't change a single thing in UE5. What you have to do is go to the tools tab you see in the bottom right corner at 9:34 and simply set "Min Bone Size" to a lower treshold, then click on the green "Generate All Bodies" button and this way you can get the exact physicscomponent you want. In my opinion better than tweaking with all those settings.
Oh my GOD THANK YOU! I kept trying and trying, I even renamed all the bones to convert any uppercase to lowercase, and I couldn't understand what was wrong. THANK YOU SO MUCH
This is the main reason why I want one game engine to have it all so I don't have to go into the trouble of walking through this minefield every time I want to add an object to my game engine.
Actually, if you didn't promise a good result, I would skip this video. But as you said, I really don't regret watching it. Thank you for a great tutorial!
Awesome tutor! On top of that I made my own research and found out that even if you generate collisions in UE that visually look good, they are working wrong since the model was created with wrong units and scale.
Thank you so much for this. Thought I was gonna have to buy a bunch of other stuff to use blender with UE4, gonna have to rewatch this step by step again but this is the best video I've seen so far!
I have discovered my life has been an entire life with this. I am trying to use a plugin currently and I did NOT realize that the plugin doesn't work as well as this. Noted for next time I am trying to import stuff.
Thank you so much for this! It’s a big relief having this walk-through. I greatly appreciate the time you’ve spent and the time you’ve saved me. All the best!
there is a way to make material transfer from blender to unreal successfully you just have to make sure the texture is saved in a folder then base the character material / mesh color to that folder "no sub folders just the one folder on a desktop containing all the textures you will use " then exporting as FBX to that folder when you upload the whole folder to unreal engien it will keep the textures asigned as to them being in the folder with it :) hope i diddnt speak too soon now i will finish the video from 2:42 lol
If anyone is still having problems with the physics not working make sure before you export to “apply transformations” this is done by pressing “ctrl A” :)
/
tysm
that doesnt fix everything no, can somebody help!
@@zaidabuzahra0 Did u find fix
THANKYOU IM LOOKING INTO NEW TECHNIQUES AND BEFORE I DOWNLOADED IT I NOTED THAT
following someone who started from scratch is helpful when you give the tips that normal tutorials would skip over because its considered normal industry knowledge
That is so true. I am kinda shocked that this video is so good! I mean.... U AMAZinG
So true .
yeah I hate it when they just skip over stuff! so annoying
0:58 - Basics / Scale setup
1:56 - Materials
3:34 - Rig
5:38 - Exporting
10:35 - Animation
16:02 - Retargeting Animations
king
Thank you so much for the timestamps! 🙏
Hi from the future! In the future we're now on Unreal Engine 5.1 - If you're wondering how the scale is still getting jacked up with your model, and the capsules aren't lining up or you're getting 2/3 capsules, than fear not! Under the physics asset window where you see the capsules, you will need to go under Tools on the right hand side and under the "Body Creation" drop down go to: "Min Bone Size". My model's bones were too small, so adjusting this down to 0.07 allowed the engine to properly detect my tiny bones and compensate appropriately. Now every bone has a capsule.
Explaining nuances "like the blender m vs cm issue" in videos like this is SO helpful!! Great Vid!
I’ve referenced these videos so many times and only just learned you’re the one behind A Difficult Game About Climbing! Congratulations man!! 🥳
Thank you for giving us all so much!
Thank you! That is valuable! One piece of advice - in Blender you can just hover over an object and press "L" it will select the whole piece under the cursor, no need to select poly and ctrl-L, it speeds up things considerably
Thank you sir! You get an honorable mention in the next video :D Such an awesome tip!! I use it all the time now!
I dont know how I found this, I searched every single video for my problem. I couldnt export from Blender to Unreal... And I found this video! You are the God!!! I cant explain how happy I am right now. I spent hours trying to fix it and all I had to do is just to watch this video!
I love that you showed the actual mistakes and how to fix them. Too often people assume that just rambling off all the "right" things to do in checklist format is the best way to instruct. But more often than not I'm scrubbing through content trying to find where I 'messed' up in the list with no clue what I missed or where I went wrong. Then getting frustrated and having to walk away til my head clears. I really wish more tutorials took into account common mistakes (or even uncommon) during the instruction.
Thanks for the helpful video! Just to note, if you already have a bone named "Root" in your armature, then you SHOULD rename your character's armature to "Armature" before export from Blender, otherwise you will end up with 2 root bones. As of 4.16 (and newer) UE4 will automatically remove the root node named "Armature" (which conveniently allows you to have a proper Root bone to work with in Blender).
Is this also the case in UE5 or have things been further updated since then?
@@foofofdeath Yes, I just checked with Unreal 5.3.2 and Blender 3.6.8 and it's the same. You need to rename your skeleton to "Armature" (without quotes) before export. Also, make sure your Unit System is set to "Metric" and your Unit Scale is set to 0.01 in Blender, otherwise the imported bones will look like giant spheres. 😄
tip when exporting animations, export only the armature to prevent the mesh/materials being exported/imported alongside it.
My worflow is a bit different. Don't rename the armature. Create a root bone instead at the bottom of your character or else two problems will arise. First, the armature will have a scale of 100 in unreal. Second you will not be able to use root motion.
And when you model in blender, do it 100 times bigger then you normally would. This is the only way I could find to have a skeleton of scale 1.0 in unreal and I tried all sorts of settings combinations.
Thanks!
THANK YOU for not making me watch you model something in blender for the first 15 minutes of this video. Straight to the point, great.
21:33 "and the good thing about this is, ummnn... Anyways..." lol That made me laugh!
Same, and apparently wasn't even supposed to be that way, but I'm glad it made it in lol, had the perfect amount of comedic pause.
THIS 8 MINUTES OF MY LIFE WAS THE BEST THING I HAVE SEEN ALL DAY ON HOW TO GET MY MESH TO UNREAL ENGINE!
BRILLIANT! Who doesn't love lessons that lessen "arrgh-time"? Thanks for going through the suffering so we don't have to!
3 Years later this tutorial was still the most helpful & direct
Claps Claps Claps..... You Literally took the last TEN years of my life learning blender and made a video to explain..... this is one of the best Blender to Unreal Videos ever made... Just one thing you don't actually need to re-import the Mesh when importing animations.... just hit that check mark that says Mesh..... Every blender user Needs to watch.
Oh awesome tip!! Thanks :D And I am super happy you enjoyed the video ^.^
Man, this tutorial was spot on, very well done. What version of blender are you using? I have been using blender and unreal for about a month but have mainly been focusing on blender due to not having a great setup for hardware. Point being, I really appreciate watching other people’s workflow and this was perfect. Thank you! Got yourself a sub here, keep it up. 🤙🏼
Thanks! :D I am glad you enjoyed the video :) I am using Blender 2.82.7 -> I am a bit behind, I need to update to the latest
This is helping me weed through the intel i've gotten from other devs. THANKS BRAH!
Boy I’ve searched 6 month for guy, who can explain everything
U’re the one mate
And btw
Thanks for advice bout bens tutorial
Mate that’s the best shit in the internet bout bp
Long live mate
Peace
I'm not a Blender user but as a C4D user I can still appreciate this video good stuff 👊🏾
Nice, is always so good to have these little advices. I will add a big one that solved a HUGE problem I was having with the Blender -> UE4 workflow: sometimes the animations will have minor jittering going from blender to ue4, this is particularly noticeable on the foot of the characters. To solve this, the SIMPLIFY option on Blender needs to be set up to 0.0, on the UE4 side you can also improve the quality of the animations by changing the compressions, but UE4 compression on animations are known to good, saving memory without changing the final result of the animation. These problems of jittering animations are caused by Blender exporting and compressing animations like a butcher.
Dude the quality of your videos & thumbneils are way ahead of your channel I seriously thought you got a lot of subscribers or something, keep up the great content & you'll deflintly get there 👍😀
Your channel has kicked me into gear to get back to work on my game! Thanks man, love seeing your progress!
That's awesome! So great that you are back in bizz!!
Bro this the one thing that worked for me. Earlier whenever I imported my character , only one lod loaded which proved very hectic for texturing it. Now I have imported my character with the textures and lods itself thanks for this man
Ponty, I don't usually comment on videos but I love you.
I'm currently working on my first game and this was the first time I ever animated something myself. The whole day I've been sat here trying to figure out settings and nothing worked.
Now, renaming the Armature to root solved everything.
Thank you!!!!
Honestly love you man. I was so hung up on so many things while trying to export to unreal that I nearly gave up. You are the gigachad of blender and unreal lol.
Man, i'm so greatful for this video! I've ben passed many and many hours trying to import from blender to unreal! The solve was only to change the name "armature" to "root"! Thats a really good Tip! God Bless you! Thank you!
Searched for "character blender to unreal workflow".
This is first in the list.
Thank you and have a good one.
You probably won't see this but once you finish your game, you should start doing some more tutorials. You really good at it!
Edit: Oh cool you saw
finally a good tutorial that doesn't use mixamo for the animations 😅
Truly useful tutorial. I learned some of these problems the hard way by destroying an already animated character. Any animations that are made in incorrect scaled characters are just invalid and produce a stretched ball. They can't be scaled or fixed.
Another problem with scaling is when you decide to work with skeleton sockets in UE4, they are bigger than the entire character and of course produce wrong calculations.
And the most funny part about colliders, characters have tiny mass so they just bounce to infinity when you apply force to them.
I have a little tip for anyone watching. When exporting animations, only tick the "Armature" to export. When importing into UE it will then only import the animations. :)
"And the good thing is that..."
'ends video'
What? Did I screw up the edit somehow, somewhere? :P
@@Pontypants yep
@@Pontypants I can't fond it again though
Necrago lol how bad was it? :p
Listen to the man, watched the whole thing and no regrets
PP
Top tier tutorial! I usually watch tutorials on 1.5x speed and skip ahead but not on yours as it is jam packed with info! You're funny too! Rock on!
I'm British... He was not "bonking" haha great tutorial! Going over where things mess up is so much better than assuming everything went okay. Thanks
The only thing it does if you leave the armature name is remove it from the hierarchy in Unreal, which is super helpful and there to be an aid to developers to prevent a double root.
LOVE the video!
thank you so much man, i’ve been trying so many methods and plugins and this video solved everything
I'm not really a fan of boxing games but watching your devlogs makes me wanna play it so much.
You literally saved my game. I was ready to give up. Thank you so much.
Just….thanks! The tutorial is perfect and covers all the main issues regarding the workflow blender-UE
Great tutorial. I'm a blender user for a long time and I'm learning unreal for some month. I started right now with characters and animations in unreal. Your tips will save me a lot of time. Thanks for sharing your workflow.
i loveeeee you man, i struggled so hard with this root thing and you just came out of no where and help me sooooo much, thank you man, for real, thank youuuuuuuu
This is great. Many, many, many hours of experience, that I now gained in 25 minutes.
This is genuinely the most useful and straightforward video I have ever watched you have saved my ass
Nice man, thanks!
this video is gold. sure it misses some stuff, for example you need to have very specific conditions to be met with your characters rig in order to make the export work, but i tackled that problem with a different video, and after that, your tutorial went butter smooth. thank you!
THANK YOU VERY MUCH. THIS IS THE ONLY PROCESS THAT I HAD NO ISSUE WITH IMPLEMENTING. U LITERALLY COVERED EVERYTHING. SUBBED
Man wish I saw this video a few days ago, so many hours of headaches great vid!
That music at the end made me think I was watching a Plumbella video lol. Threw me off for a sec.
Best tuto ever and still perfect for UE 5.3 !
Thank you so much
Seriously, it's a million dollar Content !!!
Regarding the bone scaling problem. I think you can leave the units in Blender as default.
But when you import your skeleton mesh into UE4, in the FBX import options tab, scroll down to Miscellaneous, and check the Convert scene unit box.
It worked for me. Perhaps it may work for you aswell.
wow, this actually fixed an issue i had with my physics asset which had seriously demotivated me
Thank you so much just just works...😆'you just got a subscriber from this awesome video!
This is one of the best tutorials on that topic I've seen. Pretty detailed and with demonstration what goes wrong with invalid setup.
Sir You Are Really "AWESOME!" 😎😎😎
This channel just keeps poppin' off! Keep that quality content coming :)).
this one's solo useful, I have been always frustrated why the mesh is not like it was in blender. Thanks
19:38 I laughed at that
very good imitation 😂
I was so puzzled with character setup in unreal engine 4, this broke things down and made things so much more understandable, thank you for this tutorial. This is extremely helpful! 😊
Coming back to this for help, and man this is still very helpful. Thank you very much Ponty.
To show retargeting options at 19:22 you need to go under Options in the Skeleon Tree and tick "Show Retargeting Options".
Thanks bro! I needed a good tutorial to make a video game! You are a lot of help!
You deserve so much more audience. You are helping me so much on my projects, thank you a lot!
Woooow best tutorial ever, super short and perfect for what i needed, explains really well
I will fix alot of problems I had when importing and even for retargeting, its super fast! Before i was doing that all manually
Thank you bro!!! you helped me a lot in creating my own character's rig workflow! Stay blessed!🔥🔥🔥
Saturation level is on point.
Wow, I was having the exact same issues, and you adressed every single one of them in this video, great job!
Glad it was helpful!! :D
Words can't describe how helpful this is! I struggled with importing multiple animations correctly and your tips saved me a lot of time! Thank you good sir :D
This is the video I've been looking for a loooooong time. Neat and right to the point. Thanks!
Holly smokes this is super useful and nutrient-dense! Thank you!
For me setting the scale to 0.01 and meters or 1 and centimeters didn't change a single thing in UE5.
What you have to do is go to the tools tab you see in the bottom right corner at 9:34 and simply set "Min Bone Size" to a lower treshold, then click on the green "Generate All Bodies" button and this way you can get the exact physicscomponent you want. In my opinion better than tweaking with all those settings.
Oh my GOD THANK YOU! I kept trying and trying, I even renamed all the bones to convert any uppercase to lowercase, and I couldn't understand what was wrong. THANK YOU SO MUCH
@@nastasiacr3676 No problem! Glad my comment helped at least someone
Finally a tutorial that explains exactly whay I was looking for. Thank You
OMG! Thanks I was really struggeling with my physics bodies just yesterday. This helps alot.
I'm glad it was helpful :)
Thank you!! Like a lot! by showing the little steps helps out so many people, and with good cuts as well. Again thank you! :D
This is the main reason why I want one game engine to have it all so I don't have to go into the trouble of walking through this minefield every time I want to add an object to my game engine.
Sir I'm From INDIA!!😎
YOUR BIGGEST FAN!
THX SOOOO MUCH
GOD THAT WAS HELPFUL
Actually, if you didn't promise a good result, I would skip this video. But as you said, I really don't regret watching it.
Thank you for a great tutorial!
Awesome tutor!
On top of that I made my own research and found out that even if you generate collisions in UE that visually look good, they are working wrong since the model was created with wrong units and scale.
This is soooo helpful, I’ve been looking for a video like this for months. Thank you!
Thank you so much for this. Thought I was gonna have to buy a bunch of other stuff to use blender with UE4, gonna have to rewatch this step by step again but this is the best video I've seen so far!
nice video, very well structured, very comfortable pace. Thanks for making this helpful video!
wondering how i missed this video.. it is fantastic. wish you still made content like this. the PP quality videos.
OMG, THANKS SO MUCH FOR MAKING THIS TUTORIAL
Awesome Video :)
Bcs of you I started even as Unity Fan Boy a new Unreal-Engine Playlist ☺️
If I could like this multiple times I certainly press that damn LIKE button 100 times. Thanx
Thanks, I've seen many tutorials on how to do some of these things individually, but this is a very good, comprehensive overview.
I have discovered my life has been an entire life with this. I am trying to use a plugin currently and I did NOT realize that the plugin doesn't work as well as this. Noted for next time I am trying to import stuff.
Thank you so much for this! It’s a big relief having this walk-through. I greatly appreciate the time you’ve spent and the time you’ve saved me. All the best!
there is a way to make material transfer from blender to unreal successfully you just have to make sure the texture is saved in a folder then base the character material / mesh color to that folder "no sub folders just the one folder on a desktop containing all the textures you will use " then exporting as FBX to that folder when you upload the whole folder to unreal engien it will keep the textures asigned as to them being in the folder with it :) hope i diddnt speak too soon now i will finish the video from 2:42 lol
wow brother, thank you so much for this tuto.... it helped me a lot
Wow, this is super helpful and fun to watch. Great channel!Thank you for sharing your hard earned knowledge!
Wow just wow. Thank you for this video!
he said in the beginning it would be worth watching.
he tells no lies.
Thanks very much for this - great clean mini breakdown - and yes I know this tut is old.
Golden video thx cuz.