As to not spam the Blender Practice thread with questions that one might have, I created this thread.
Feel free to post any questions/issues related to Blender and the modelling workflow here to discuss them with your fellow UOF members!
I like playing with stuff!
I found this one:http://blenderfbx.render.jp/For 2.65 and up (probably newer than the one I have I guess, I think I installed one that was compatible with 2.5). Though I didn't test it yet and don't have Unreal Engine 4, so I won't be able to give you any information about that. I could only check if UE3 still bugs me about "your fbx file is too old and might cause bugs".
You can use the default .fbx exporter that ships with blender for a long time now. It is an old .fbx format (ASCII 6.1 whereas the new ones are 7.x binary) but it should work the same as with UE3. You can safly ignore the message on import in UE4.If you like to go with binary .fbx files you can either use Autodesks FBX converter or check out this github site from mont29 who is working on an updated FBX exporter for binary 7.3/4: https://github.com/mont29/blender-io-fbx/tree/master/io_scene_fbx
Nichts wäret ewiglich, nur die Natur bleibt bestehen.
A screenshot of the mesh (and its UV map) I talked about in the last question will follow later.
Just another small question (not related to the first one):When rigging a model/applying bones to vertices, one has to do weight painting. In a model with overlapping parts (that shall not bend organically, basically a "machine"), this can be unnecessarily much work (and accidental weight paint on parts that were not supposed to be painted) and it would be easier if one could simply select the vertices/loops that shall belong to the bone. Is that possible or do I really have to carefully weightpaint vertex by vertex? And a small Unreal Engine related question: Does Unreal Engine 3 understand "loose" bones, as in bones in a model that are not connected with each other but float (with the root bone having weight applied on the entire model) or is required/better to link the bones? The animating page on UDN only had an example of a human with bones linked to a full skeleton and/or to the root bone at least, I take it that one has to have a solid skeleton and no floating bones?
You don't need to paint, you can directly use vertex groups. Select a set of vertices and then assign it to a specific group with weight=1.0
Bones don't need to be physically connected, but they need a hierarchy so each bone has a parent/child or both.Think of a weapon with a root bone to move the whole weapon and 2 'floating' bones without weights just to easily assign sockets/emitters. (That's exactly what I did for the UT3 automag)
Well, I need helpI made a staticmesh into unrealEd 3.I exported it to import in Blender 2.65.I improved the vertex of my statichmesh and removed some faces.After this long and hard work, i exported my statickmesh from Blender and import in UnrealEd.Until now, i have no problem.Even if the scale.
Look the pict
The scale is around 6.25 between the 2 staticmeshs.
The pivot is not align on the staticmesh. It place itself anywhere (for me). I can't use it for the align my static on my brushs in unrealEd.
How can i fixe that ?
I wanna set the pivot and have scale at 1.
Thx for your help.