Blender to Unreal & unity - Exporting rigged character - Extensive guide
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- čas přidán 6. 06. 2024
- Learn the dos and don't to properly rig, import and export animated characters from Blender to your favorite game engine.
This is a sample from the new chapter of my latest course, the Art of effective rigging in Blender 2.
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#blender #tutorial #3D #animation #art #rigging
00:00 intro
00:23 About this tutorial
00:48 The goal
01:35 What we need to take care of
02:55 Prerequirements
03:21 FBX
04:31 Blender rig VS game rig
06:41 Proper deformation hierarchy
07:37 Example : fixing detailed limbs bones
08:33 Uneven scaling and stretching
12:03 Global scale
12:55 Unity scale
13:34 Fixing character’s scale
14:55 Fixing stretch to constraints
17:32 Fixing distances
19:01 Drivers
19:44 Automation
20:43 Fixing animations
23:27 Fixing drivers
24:38 Example : fixing rubber limbs
26:31 Exporting
27:29 Organizing animations
31:25 FBX export
35:02 Importing to Unreal Engine
37:50 Export to Unity
41:36 Converting rigs in Blender
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guide for godot 4? I get that it is a pain
WOW I just searched "Blender to unreal Pierrick" and it came up with this, amazing timing man!
Thank you so much! Even after finishing Effective Rigging 1, I struggled with these topics a lot. Those times now seem to be over🙂
I wish you had released this 2 weeks ago! I was trying to figure out exporting to Unreal and my character's eyes and teeth kept wildly rotating during animations! Great work, like always!
Thanks, Looking forward to buying your rigging course in a few months when i have time to start it
I was reading your interview on CG Cookie yesterday, where you said you don't like scripting and don't study it because of that. But today, I see you've released scripts you wrote yourself with your new course.😂 I'm glad you found the strength to overcome it! Great video. I've found many of your videos extremely useful at work. I wanted to say a huge thanks for them! Keep it up.
Well I learned since then and had friends helping me. 😃
Thank you Pierrick. The unity part was incredibly helpful!
Awesome guide! Makes perfect sense, will be referencing it again in the future.
Thanks mate
So professional! Love you man!
This is pure gold, thanks a lot for this video 🙏
This is absolute gold!
I bought the full new rigging course as soon as it was out: it's amazing! I already bought the first edition: this new upgraded one is far, far better: chapeau!
I was talking with a friend of mine about this course two days ago, I sent him this video, with a strong suggestion to make the purchase
Disclaimer: I'm not sponsored, but a huge fan 😂😂
Disclaimer #2: if you want to sponsor me, I can spread the word 😂😂😂 (just kidding, this was for the sake of a laugh: keep up the good content, I'm staying tuned! 💪💪)
Thanks for your support and kind words 😊😊
Alright, been looking for this solution for months, hope it works, will keep you updated
Someone stops this guy, he is on fire! Constantly uploading gold content!!
honestly I was shakey about buying your course at first, but I genuinely believe it's such a good resource to have. It's so in-depth that it not only was a great way for me to check my knowledge about rigging, but also just using Blender in general (taught me shortcuts and selection methods I didn't even know existed, etc)
I'd love it if you could make an updated tutorial about how to rig a character's shoulder, especially if that character has large muscular deltoids and biceps. Lately I have been trying to make Anime-style models like the ones found in Guilty Gear Xrd/Strive and those models use muscle-to-muscle topology without any texturing. This causes the loops to be a bit strange and good deformations require some unique weight painting. When I try to use automatic weights with a more standard rig it can sometimes cause the muscles to behave oddly.
A lot of shoulder tutorials are outdated or are using characters with slender shoulders, like female models, so many of the weight issues don't happen to models like those.
If you did a tutorial on using helper bones to correct muscle deformations in something like say, a Hulk model, that would do the blender community a big service I think.
I explain how to use helper bones in the course. You can use the method on the model you want.
Thank you for making this, it came out at just the right time! I've always used the Blender to Unreal official add-on to do all the exporting, but there's no support for blender 4.0 at the moment. I may have been leaning on the add-on a bit too much so this might be for the best haha. Cheers!
Amazing tutorial!
Big thanks Pierrick!
Great video. Thanks for sharing :)
omg finally someone did this
14:26 Oh my God, it speaks PTSD by looking at this. Sometimes I'm doing a commission for a game character and after all the animations done I looked at the scene scale and it was 1.0. Had to do everything again
C’est parfait! Merci!
Hey Pierrick did you check out the new PureRef 2.0 Update? We can add gifs to it now and it has the function to view the gif frame by frame. It will work well for animations along with syncsketch
I think your approach to show how it's done without any addon is really great. Thank you for making this episode free for all of us. One minor complaint, during your "recap" screen, sometimes the text is hard to read (grey on grey) (6:37).
I'm wondering, does your update course chapter cover UE control rig? I would love to learn this from you as you are by far the best animation / rigging teacher. Thank you!
No, I won't be covering rigging in UE or unity. IT's all Blender.
Thanks for your support
Hello Pierrick Picaut Committee Members,
I would like to purchase the Rigging and Animation course, but I am facing an issue. Your courses are only available with English subtitles, and my language is Arabic. Therefore, I kindly request your assistance in adding Arabic language support. I am very interested in buying your courses, but the translation being only in English is a problem for me as my language is Arabic. Could you please add Arabic so that I can purchase the Rigging and Animation course? I am in great need of these courses and would appreciate your help.
Thank you very much.
Perfect! ❤👏🏼👏🏼👏🏼👏🏼
You are the best!
this is sooo good
Thanks
Thank you, Exactly what i needed integration of Unreal. What about the face portion?
It applies to everything. Just leanr the method.
Great content
Thanks
As someone who'd been getting into game dev and wants to create their own animations instead of relying of the store, is his course a good resource for learning animation that can be used in games?
Great the best instruction I've ever seen, but what about using USD instead of fbx?
I never studied that but will definitely
Hey Pierrick, does your course cover how to make the custom UI for the rig in Blender? The UI I'm referring to is the P2DBOT Rig UI. I also really enjoyed going through the previous rigging course, thanks for taking the time to make the videos and share your learnings!
Yes ! There is an introduction to scripting using templates :)
@@PierrickPicaut_P2DESIGN Great to hear! It's one of the things I've been struggling with in Blender
Based on the 19:03 rig, you directly control all other bones using a main bone(i.e: the leg), and that's all? no other control rig driving the regular bones?
Also, thank you for sharing this video. This is my third day watching it slowly by bits. Great content.
Hi Pierre, I'm not sure I get your point.
This is the deformation chain I guess, so you will have your main limb bone that will "control" the twist bones by a simple parenting. But all these bones are constrained tot he control rig with all the usual bells and whistles (IK, FK etc...)
@@PierrickPicaut_P2DESIGN ok, thanks!
Thannnnnnkssss.
So if we're making a rig that we know for certain will be later used in a game engine, it makes sense to use correct scale beforehand instead of scaling it up later on?
Absolutely
will u make a video about to export textures with rigged character ?
You don’t have to export the textures.
Create a material and add your textures as in blender
sir, I am thinking to purchase your course but I have one question. Is there a way to contact you if I am stuck in any steps or could not understand something inside of course to clarify ? And how much average time it might take for you to get back with responses ?
I don't offer direct support but you'll get access to our community and can get help from other student along with lesson commentary.
I answer often there.
what is the difference between the second part of the rigging course and the first?
What do you mean ?
In unreal it's better to use the new advanced retarget bones system when your are exporting rigs of external programs, in your case from Blender. Epic has worked lot in this one in the last two versions.. I understand that you don't follow the last tools of unreal.. this is very normal when you are focused animating every day out of other engines like Unreal . Review the new advanced contents about rigging in Unreal like procedural rig system using nodes like in houdini or other interesant things for animation control. Nowday is very normal develope in AAA Unreal games develop inside the engine the rigg. You have more control in your skeletal mesh. Nice your content!!!
Thanks, I need to catch up with all this :)
I think you are talking about Control Rig, as much as retargeting system in UE5 is really got to an amazing point I'm not exactly sure it is related to the topic of the video.
But I also concur that it is very interesting to see if Blender Control Rig can be applied with the same principles to UE5 Control Rig! Especially with such things like simulation and deformation friendly rig nodes being added in the recent UE5 version :)
pierrick please be fast with a new animation course, i really need it.
Won't happen soon at all.
@@PierrickPicaut_P2DESIGN 😒
I love you
The default unit in Unity is meter.
But not the scale. Unit is a thing, scale another. What you want is working animations, with proper scale factor.
@@PierrickPicaut_P2DESIGN The concept of scale is associated with a default unit. For example, inside blender the variable is called "scale_length", and logically it means meter multiplier. As for Unity, no matter how much you claim in this video that the default unit is centimeter, it is misleading. But I don't blame you, this is a technical implementation detail, and there is a reason for this misunderstanding. Let's imagine a game, you say "one", Unreal Engine will answer: centimeter, Blender will answer: meter, Unity will say: "meter", and... fbx file format say: centimeter (like Maya too). In the case of Unity, when exporting from blender, it is not necessary to change the blender unit scale and rescale rig, just select "FBX All" instead of "FBX Units scale", this will change the "UnitScaleFactor" inside the fbx file. Technically speaking, in the case of "FBX Units scale" you leave fbx UnitScaleFactor equal to 1(cm), and fbx exporter will first multiply all matrices of each transform with the scale exposed in the exporter settings and after that, if you set "Apply Unit" will apply 100 (hidden multiplier) * unit scale from scene properties. In the case of Unity, all the work with rescaling the rig, dealing with broken constraints and so on is simply to make 100 * 0.01 = 1 and fbx unit scale 1(cm). At the same time, in the case of "FBX All" we will simply make fbx say 100cm -> 1m, if we refer to the game I tried to joke about earlier, i.e. scene property 1m (blender happy) -> fbx unit scale 1m -> Unity 1m, voila, everyone is happy. I don't know if this will work the same in Unreal Engine, because some outdated or just junk software doesn't take UnitScaleFactor into account and always treats any values as centimeters. BUT, everything that I describe here is only because you said that in the case of unity, too, you “should” set scene property unit scale to 0.01. Still, thanks for all your videos. By the way, what do you think about the works of Pavel Barnev?
@@PierrickPicaut_P2DESIGN The concept of scale is associated with a default unit. For example, inside blender the variable is called "scale_length", and logically it means meter multiplier. As for Unity, no matter how much you claim in this video that the default unit is centimeter, it is misleading. But I don't blame you, this is a technical implementation detail, and there is a reason for this misunderstanding. Let's imagine a game, you say "one", Unreal Engine will answer: centimeter, Blender will answer: meter, Unity will say: "meter", and... fbx file format say: centimeter (like Maya too). In the case of Unity, when exporting from blender, it is not necessary to change the blender unit scale and rescale rig, just select "FBX All" instead of "FBX Units scale", this will change the "UnitScaleFactor" inside the fbx file. Technically speaking, in the case of "FBX Units scale" you leave fbx UnitScaleFactor equal to 1(cm), and fbx exporter will first multiply all matrices of each transform with the scale exposed in the exporter settings and after that, if you set "Apply Unit" will apply 100 (hidden multiplier) * unit scale from scene properties. In the case of Unity, all the work with rescaling the rig, dealing with broken constraints and so on is simply to make 100 * 0.01 = 1 and fbx unit scale 1(cm). At the same time, in the case of "FBX All" we will simply force fbx to answer 100cm -> 1m, if we refer to the game I tried to joke about earlier, i.e. scene property 1(m, and blender happy) -> fbx unit scale 1(m) -> Unity 1(m), voila, everyone is happy. I don't know if this will work the same in Unreal Engine, because some outdated or just junk software doesn't take UnitScaleFactor into account and always treats any values as centimeters. BUT, everything that I describe here is only because you said that in the case of unity, too, you “should” set scene property unit scale to 0.01. Still, thanks for all your videos. By the way, what do you think about the works of Pavel Barnev?
The concept of scale is associated with a default unit. For example, inside blender the variable is called "scale_length", and logically it means meter multiplier. As for Unity, no matter how much you claim in this video that the default unit is centimeter, it is misleading. But I don't blame you, this is a technical implementation detail, and there is a reason for this misunderstanding. Let's imagine a game, you say "one", Unreal Engine will answer: centimeter, Blender will answer: meter, Unity will say: "meter", and... fbx file format say: centimeter (like Maya too). In the case of Unity, when exporting from blender, it is not necessary to change the blender unit scale and rescale rig, just select "FBX All" instead of "FBX Units scale", this will change the "UnitScaleFactor" inside the fbx file. Technically speaking, in the case of "FBX Units scale" you leave fbx UnitScaleFactor equal to 1(cm), and fbx exporter will first multiply all matrices of each transform with the scale exposed in the exporter settings and after that, if you set "Apply Unit" will apply 100 (hidden multiplier) * unit scale from scene properties. In the case of Unity, all the work with rescaling the rig, dealing with broken constraints and so on is simply to make 100 * 0.01 = 1 and fbx unit scale 1(cm). At the same time, in the case of "FBX All" we will simply force fbx to answer 100cm -> 1m, if we refer to the game I tried to joke about earlier, i.e. scene property 1(m, and blender happy) -> fbx unit scale 1(m) -> Unity 1(m), voila, everyone is happy. I don't know if this will work the same in Unreal Engine, because some outdated or just junk software doesn't take UnitScaleFactor into account and always treats any values as centimeters. BUT, everything that I describe here is only because you said that in the case of unity, too, you “should” set scene property unit scale to 0.01. Still, thanks for all your videos. By the way, what do you think about the works of Pavel Barnev?
@@chew917 Thanks for your detailed answer. Very much appreciated. I follow Pavel on twitter. He does so many incredible things even tho I'm not familiar with Maya at all.
this is great! could you make a version thats Blender to Godot?
Nope, I never used Godo
But you can use gltf
Can you teach us how to import animationbs fror the unreal mannequin using blender? like you create your animation in blender and export one, or multiple animations to unreal, without having to recreate a new skeleton etc, its so awful and hard to do imo
You just enable the animations you want to export in the NLA and just export the rig.
Drag and drop in unreal. It should ask you. Skeletal mesh you want to use, pick the one you suggest created. It will only import the new animations.
@@PierrickPicaut_P2DESIGN Yeah but the hard part is setting up the skeleton in bledner that will be compatible with the one from unreal!
@@Dhieen you can import the skeletal mesh from unreal in blender. This way you have the correct skeleton to work with. Then you build your control rig on top of it.
Alive! hoodies? are there AOER2 hoodies 👀👀 XD
Nope, just one and it’s mine 😆
@@PierrickPicaut_P2DESIGN awh! 😂
And more anime vfx please
Are you french?
because of yoour accent
✨
Yes
It could have been nice to have Godot too...
Have a wonderful day.
I don’t use Godo but I’m pretty sure the sale rules will apply. Use gltf
@@PierrickPicaut_P2DESIGN You should ;)
Ai is getting better and better i am saying that is ai is good for us in animation iam saying that ai is getting better in animation it doesn't Hart us i want a answer 😢
Great video thanks you!!!