Used to use a blender to unreal plug-in inside blender to get 3D solves from blender to Unreal, but this method works for all cameras, including 3D solved cameras, you just made my workflow so much better!
Excellent tutorial! In a scenario where we have multiple cameras in blender with a "solved edit" - It would be so awesome if all the work in blender's camera bindings on the timeline could be read by the USD export/import process! Auto populate the camera cuts track in UE and skip having to manually select each camera to rebuild the "edit"... Thanks for the continued work to share these workflows, Riley! Really solid presentation and delivery!
4:23 Careful for viewers since if the cursor is hovering over a field, Blender will often prioritize keyframing that field content over your active selection Very easy to follow cadence! Another super helpful video!
Great! 👍🏻 😮 I love this tutorial so much. Thank you very much. The explanation is very detailed. I want to see more videos. I want to know if I create a model with texture materials from Blender and then move it to UnrealEngine, is it the same way?
As always, high quality stuff you share. I've created my own addon for camera export from blender to UE5 via FBX. Works well but baking time is horribly long on and complex sequences (currently dealing with 25 cameras over 2800 frames). I wonder if with USD it would be possible to update just one camera animation in an already existing level sequence.
Love this tutorial. Unfortunately mine keeps rendering from some stationary side angle in Unreal. The preview of the camera looks right. When I try to add cameras to my Camera Cut Track it says "Object Binding / Bound Object is missing!"
In the video, the automatic pin insertion during playback in the blender scene is very smooth, but when I turn on the blender, the frame rate is very low. Is there a solution🥲
Super cool! I have a kind of off topic question... why use the dolly or crane rigs...? ive never understood it... Those rigs are meant to mimic the camera being able to fly through 3D space, but in reality... So why would be imitate something that is trying to imitate what we already get for free? Instead of adding a keyframe for the track location, the scale of the lift, and the scale of the reach... Why not just add a keyframe for the start and end location/rotation... Wouldnt this give the same result?...
Great question! Limiting the camera to certain axes gives more control. It's not just about setting the start and end points in 3D space; what matters is how we move between those points. Free keyframing in 3D space adds too many variables and can make things look distinctly computer animated. It's not the limitless nature of 3D that makes it work in my opinion, it's what limitations we choose to inflict to keep things grounded. The use of a crane rig can actually give me more control in the end. This is similar to why I sometimes add a slight shake to a dolly camera shot. I want it to feel real. Camera dollies exist to try to get rid of any shake or friction. But they're not perfect. A big part of my job is to bring in some limitations and randomness to the scene. This helps it feel grounded. 3D art by default is flawless and perfect. A lot of my job through the years has been trying to introduce tasteful chaos. A lot of times the "look" we prefer is grounded in the process that was used to bring it about. For example we might prefer a "film look", even though what we're carrying over is the limiting factors of film material and processing from our past. It's those imperfections that give it character and personality. Perfection is boring. Sorry, long answer. TL;DR: Because art without limitations can feel ungrounded and difficult to relate to.
Hey, not these ones. I typically try to showcase our own assets, but we have some growing to do before I can do that every video. These are from the BigMediumSmall Tokyo streets collection.
shift+tilde. Since you're here some bonus info: scroll up or down to increase & decrease speed. Also press tab to enable gravity mode (walk around, jump is the v key). If you're happy with your position you can left click to confirm. Right click will send you back to wherever you were before you entered fly mode. Gravity mode will put you at "average human eye height." You can set it to your own eye height in Edit → Preferences → Navigation → expand "Gravity" settings, and change view height. You can also edit jump height, walk speed, etc.
Omg…you’re doing it.. You’re slowly bridging that Gap!!!
I don’t want to take away from Riley, but it’s really the incredible usd file that is bridging everything!
Used to use a blender to unreal plug-in inside blender to get 3D solves from blender to Unreal, but this method works for all cameras, including 3D solved cameras, you just made my workflow so much better!
That camera binding trick in blender is something new I did not know existed. Thank you very much.
Excellent tutorial! In a scenario where we have multiple cameras in blender with a "solved edit" - It would be so awesome if all the work in blender's camera bindings on the timeline could be read by the USD export/import process! Auto populate the camera cuts track in UE and skip having to manually select each camera to rebuild the "edit"... Thanks for the continued work to share these workflows, Riley! Really solid presentation and delivery!
One of my best Chanel actually
My friend you deserve many USDS in your bank account, thanks for this!!!!!
This is the best blender to unreal tutorial so far, great job and thank you! (PS: I also gasped at the camera rig addon WTH!!!)
Thanks! Yeah, I'm always amazed at the sneaky addons hiding within Blender.
4:23 Careful for viewers since if the cursor is hovering over a field, Blender will often prioritize keyframing that field content over your active selection
Very easy to follow cadence! Another super helpful video!
5:40 You talk about it later! I'll leave the comment up just in case someone gets stuck there and ctr+f's keyframing
Thank you so much. More of that.
Thank you! 🏆
This is Unreal , this is a life saver !!!
Thanks! Glad it could be helpful.
Long-time Offworld Depot subscriber here, definitely worth supporting such great content and other artists!!!
The longest subscriber! Thank you.
Thanks mate!
You're welcome!
Great tutorial, please keep these blender to unreal videos coming!
Lots of work on these tutorials. Thanks man.
Great! 👍🏻 😮 I love this tutorial so much. Thank you very much. The explanation is very detailed. I want to see more videos. I want to know if I create a model with texture materials from Blender and then move it to UnrealEngine, is it the same way?
As always, high quality stuff you share. I've created my own addon for camera export from blender to UE5 via FBX. Works well but baking time is horribly long on and complex sequences (currently dealing with 25 cameras over 2800 frames). I wonder if with USD it would be possible to update just one camera animation in an already existing level sequence.
Love this tutorial. Unfortunately mine keeps rendering from some stationary side angle in Unreal. The preview of the camera looks right. When I try to add cameras to my Camera Cut Track it says "Object Binding / Bound Object is missing!"
Oh my god. It is huge save to me. Thanks a lot.
So so so good of a Tutorial! Thanks Man!
In the video, the automatic pin insertion during playback in the blender scene is very smooth, but when I turn on the blender, the frame rate is very low. Is there a solution🥲
This bruddah be spittin!
I have been doing this but sometimes when you close ue5 and open it disappears i mean the cameras,i don't know if it's my ue5 version or something,
Glad I found your channel thx!
When i import camera to unreal and go to actions> import, it doesn't brings a new sequence. What should I do?
Thank you
Super cool!
I have a kind of off topic question... why use the dolly or crane rigs...? ive never understood it... Those rigs are meant to mimic the camera being able to fly through 3D space, but in reality...
So why would be imitate something that is trying to imitate what we already get for free?
Instead of adding a keyframe for the track location, the scale of the lift, and the scale of the reach... Why not just add a keyframe for the start and end location/rotation...
Wouldnt this give the same result?...
Great question! Limiting the camera to certain axes gives more control. It's not just about setting the start and end points in 3D space; what matters is how we move between those points. Free keyframing in 3D space adds too many variables and can make things look distinctly computer animated. It's not the limitless nature of 3D that makes it work in my opinion, it's what limitations we choose to inflict to keep things grounded. The use of a crane rig can actually give me more control in the end.
This is similar to why I sometimes add a slight shake to a dolly camera shot. I want it to feel real. Camera dollies exist to try to get rid of any shake or friction. But they're not perfect. A big part of my job is to bring in some limitations and randomness to the scene. This helps it feel grounded. 3D art by default is flawless and perfect. A lot of my job through the years has been trying to introduce tasteful chaos.
A lot of times the "look" we prefer is grounded in the process that was used to bring it about.
For example we might prefer a "film look", even though what we're carrying over is the limiting factors of film material and processing from our past. It's those imperfections that give it character and personality. Perfection is boring.
Sorry, long answer.
TL;DR: Because art without limitations can feel ungrounded and difficult to relate to.
Thanks Riley, does the website include these assets?
Hey, not these ones. I typically try to showcase our own assets, but we have some growing to do before I can do that every video.
These are from the BigMediumSmall Tokyo streets collection.
What template did you use
How do you fly around in blender like UE5? Edit:Ok just saw it in the video haha
shift+tilde. Since you're here some bonus info: scroll up or down to increase & decrease speed. Also press tab to enable gravity mode (walk around, jump is the v key).
If you're happy with your position you can left click to confirm. Right click will send you back to wherever you were before you entered fly mode.
Gravity mode will put you at "average human eye height." You can set it to your own eye height in Edit → Preferences → Navigation → expand "Gravity" settings, and change view height. You can also edit jump height, walk speed, etc.
@rileybrown3d 👀 i actually never noticed that, blender you hid this from me?!
Blender keeps a lot of secrets from everyone 🤫
Please share the preset bro
hey buddy can you make another video about blender and UE 5
What specifically are you hoping to learn?
@@rileyb3d how to export a scene (there is camera animation, character animation, etc.) to blender in UE so that they do not lose the location.
@@rileyb3dI'd be interested in learning how to export animation & rigged characters too! Your usd videos have been really helpful
@@rileyb3d how to export a character preserving the orientation into blender. import to UE 5