Import Rigs & Animations (BLENDER to UNREAL)

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  • čas přidán 19. 04. 2023
  • Here's how I import rigs and animations from Blender to Unreal in 3 minutes!!
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Komentáře • 158

  • @TheRoyalSkies
    @TheRoyalSkies  Před rokem +48

    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 :)

    • @HeroGetsu
      @HeroGetsu Před rokem +3

      Oh man I have the version for blender 3.2 right now

    • @Marcel2278
      @Marcel2278 Před rokem +2

      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

    • @KayosWONER
      @KayosWONER Před rokem +3

      @@Marcel2278 no send to unreal is very much alive they're currently fixing bugs we've encountered in our development

    • @sunny99179
      @sunny99179 Před rokem +1

      @@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..

    • @endertgyjvcvcdfg
      @endertgyjvcvcdfg Před 6 měsíci

      I keep getting an error that tells me that the rig has to many root bones.

  • @StevenDiLeo
    @StevenDiLeo Před rokem +170

    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!

  • @paigepolaris1799
    @paigepolaris1799 Před 4 měsíci +8

    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.

    • @TheRoyalSkies
      @TheRoyalSkies  Před měsícem +1

      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-!!

  • @mavencore3557
    @mavencore3557 Před rokem +47

    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
      @sunny99179 Před rokem +1

      What is the best scale on blender and to export to unreal?

    • @mavencore3557
      @mavencore3557 Před rokem +8

      @@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.

  • @Zillious-
    @Zillious- Před rokem +1

    For the first time, someone properly explained why my animations were always super smol compered to my main piece, thanks!

  • @QueenDoot
    @QueenDoot Před rokem +17

    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

  • @TotallyLegitimateBeeDoctor
    @TotallyLegitimateBeeDoctor Před 4 měsíci +2

    finally, an actual tutorial for what i was asking for and not some guy telling me to cheap out and use mixamo

  • @aiquiti
    @aiquiti Před rokem +2

    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.

  • @diegohiroshiysusvideos2909
    @diegohiroshiysusvideos2909 Před 9 měsíci +1

    *I love you. I was able to successfully export my metarig animation to the Stride Engine. I feel happy.*

  • @AmorVim
    @AmorVim Před rokem +3

    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

  • @pelakalion
    @pelakalion Před rokem +2

    Thank you so much ^^. This makes me crazy every time i try

  • @Mcl_Blue
    @Mcl_Blue Před rokem +4

    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.

  • @bodick_
    @bodick_ Před rokem

    i'm excited to try all of these! 🥳

  • @jimaki_37
    @jimaki_37 Před rokem +1

    Hey! When I export my rig to unreal. I get some double bones, which are the mesh that I paremted to the bone. How do I fix it?

  • @crummymudd8625
    @crummymudd8625 Před 10 měsíci +3

    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

    • @crummymudd8625
      @crummymudd8625 Před 9 měsíci

      Works if I use a Third-person template, but not a Blank template

  • @sunny99179
    @sunny99179 Před rokem +1

    Thank you,im learning a lot with your tutorials

  • @sulivarace7138
    @sulivarace7138 Před rokem

    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.

  • @gabrielzim212
    @gabrielzim212 Před 4 měsíci

    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?

  • @AgeOfGarSkew
    @AgeOfGarSkew Před 17 dny

    Can you set the Length to Centimeters in Blender instead of setting Unit Scale to .01 or does that cause other issues ?

  • @djgrizzly9353
    @djgrizzly9353 Před 10 měsíci

    I'm tried putting a pair of arms for my character in UE5 but they imported as different skeletons. Anyone have any pointers?

  • @loneleeworldsgaming2997
    @loneleeworldsgaming2997 Před 6 měsíci

    so how do you do the rescaling in unreal if the character is too small?

  • @SGR403
    @SGR403 Před 10 měsíci

    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?

  • @arkraga5155
    @arkraga5155 Před rokem +2

    Thnakyou very much for this quick tutorial! you and the content you produce are very much appreciated!!

  • @anonandaft365
    @anonandaft365 Před 9 měsíci

    How do you get your animation to have color? I can't seem to get mine to work.

  • @recoverhealth2062
    @recoverhealth2062 Před rokem

    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?.

  • @andristefanus
    @andristefanus Před 9 měsíci

    please help me, when i choose animation asset, it's really tiny

  • @AI_CG
    @AI_CG Před 11 měsíci

    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??

  • @hotsauce7124
    @hotsauce7124 Před 5 měsíci

    How do you get the animated Blender Shape corrections for the body into UE5?

  • @user-yl3xj8pc8m
    @user-yl3xj8pc8m Před 8 měsíci

    My guy! You are a life saver. God bless these consise tutorials

  • @LazyDev27
    @LazyDev27 Před 4 měsíci +1

    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.

  • @ede156
    @ede156 Před 2 měsíci

    Wow, this is the most useful video for me!!!!! Simple and nice, THANK YOU!

  • @sudanemamimikiki1527
    @sudanemamimikiki1527 Před 4 měsíci

    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

  • @Ryuuoujin
    @Ryuuoujin Před 4 měsíci

    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?

  • @timogame-go1dk
    @timogame-go1dk Před rokem +1

    yep yep, I'll be waiting for blueprint tutorials 🤗

  • @captainofnumenor8221
    @captainofnumenor8221 Před rokem +2

    Yet another great vid! Ty so much Royal

  • @Alex_Balex128
    @Alex_Balex128 Před 24 dny

    it says: Multiple roots are found in the bone hierarchy we only support single root bone blender
    how to fix that?

  • @doubletrouble7997
    @doubletrouble7997 Před rokem +1

    You can set the project scale super high so exports come out at the right size. I have to do this when I'm exporting stuff to print.

  • @1Uik1
    @1Uik1 Před rokem

    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

  • @Zallusions
    @Zallusions Před 9 měsíci

    DUDE just saved me big lol THANK YOU!!

  • @A.J.Interactive
    @A.J.Interactive Před rokem +1

    It would be awesome if you could go over motion matching, heard its really good!

  • @Dhieen
    @Dhieen Před 11 měsíci

    You can use nla strips to import multiple animations with one fbx file, why not doing that?

  • @Annatar3019
    @Annatar3019 Před 8 měsíci

    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.

  • @cs1045
    @cs1045 Před 9 měsíci

    How do you do it in reverse?

  • @mugenanimations2343
    @mugenanimations2343 Před měsícem

    Do you have a tutorial on how to get your textures to show in unreal from blender??

  • @HeroGetsu
    @HeroGetsu Před rokem +1

    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?

  •  Před rokem +3

    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.

  • @QueenDoot
    @QueenDoot Před rokem

    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.

  • @Dhieen
    @Dhieen Před 11 měsíci +2

    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

  • @TheFunDimension
    @TheFunDimension Před rokem +2

    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.

  • @KillAllCommies2
    @KillAllCommies2 Před 7 měsíci

    Failed to import
    Can't detect import type. No mesh is found or animation track.

  • @weaze5583
    @weaze5583 Před rokem

    The Eyes of my Character are parented directly to the Bones too and when i import to unreal the Eyes are missing. What to do

  • @sunny99179
    @sunny99179 Před 6 měsíci

    Could you make rigify work on unreal? I mean the controllers on mine doesnt work on unreal, only the main bones

  • @victordayet
    @victordayet Před 5 měsíci

    Great tutorial, thanks a lot!🔥

  • @mo-dev
    @mo-dev Před 9 měsíci

    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!

  • @novak-flo9232
    @novak-flo9232 Před rokem

    I find maybe the solution of my small scale animation problem ! thanks a lot, i try that soon

  • @shivangipriya4153
    @shivangipriya4153 Před 5 měsíci

    There is texture on character ???

  • @GerardMenvussa
    @GerardMenvussa Před rokem +1

    Can you not set Blender to centimetres? I see there is an option to use cm for length but I don't know if that helps.

    • @bulleteyegames
      @bulleteyegames Před rokem

      you can, AND that helps (it's what I always do). No need for "x0.01" or "x100" scalings if you do that.

  • @milantiquestudios7460
    @milantiquestudios7460 Před 5 měsíci

    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?

  • @dperisty1
    @dperisty1 Před rokem

    Rookie Question: How come I don't see an "Animation" Section in my characters Details Window? I can't assign an animation...

  • @user-cy9jf6lx3n
    @user-cy9jf6lx3n Před 7 měsíci

    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

  • @infumiinations1311
    @infumiinations1311 Před 3 měsíci

    How to add textures after import

  • @enigma_dev
    @enigma_dev Před rokem +12

    Tip: Some Assets have "uniform import scales" multipliers -- to scale up the mesh/animation for you.
    But this might help if you need to do the "scale up" work around because you already have a rig.
    You can actually apply a scale at import time. I believe it is "uniform import scale".
    You can edit import uniform scale to 100 after you have imported -- and then reimport to get the scale applied.
    ---
    I haven't actually used it in my workflows, so not sure how well it works holistically. But it does appear to make the animations larger by default.
    (I normally change units before hand in blender, like covered here)
    ---
    You can apply it to each of your animations at once with
    "select your multiple animations -> rightclick one -> asset actions -> bulk edit via property matrix" and then change the uniform import scale.
    Or you can open them up individually and change it in the asset details.
    Once you have changed your import properties, right click on the assets in the content browser and "reimport".
    There's also other import transformations like translation/rotation you can use to tweak how your assets import. If you need to rotate or translate the way it imports to match unreal's forward vector etc.

  • @belekass
    @belekass Před 8 měsíci

    Thank you, at last I found right tutorial

  • @DieBieneFranz
    @DieBieneFranz Před dnem

    My Unreal crashes when I press import...every time and I have no idea what is the reason :(

  • @dan.bogdanow1517
    @dan.bogdanow1517 Před 4 měsíci

    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?

  • @jhonysteak5512
    @jhonysteak5512 Před rokem +1

    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.

    • @mrxcs
      @mrxcs Před 8 měsíci

      Did you find any answer?

  • @BrOverShield
    @BrOverShield Před rokem +2

    Wish I had this scaling problem info back in 2014. than Thank you!

  • @xd1845
    @xd1845 Před rokem +2

    thanks!

  • @Ali-sh3tg
    @Ali-sh3tg Před 5 měsíci

    Thanks for your videos can you make a video doing reverse? Unreal animation to blender?

  • @RealPelekito
    @RealPelekito Před 10 měsíci

    How to export textures correctly?

  • @jaysureja1088
    @jaysureja1088 Před rokem

    How can we export the shape key to UE5 of object which is rigged by RIGIFY ?

    • @aiquiti
      @aiquiti Před rokem

      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.

    • @jaysureja1088
      @jaysureja1088 Před rokem +1

      @@aiquiti thank you so much for your help
      IT WORKS VERY WELL 🔥🔥🔥❤️

  • @otnihelestradadiz6295
    @otnihelestradadiz6295 Před 6 měsíci

    How about animated objects without skeleton from sketchfab into u. E

  • @artistatic
    @artistatic Před měsícem +1

    GUYS HELP MY WHOLE MESH KEEPS GETTING WARPED AND MESSED UP AND THE SHADE SMOOTH BLENDER SETTING WONT WORK

  • @Lyco0n
    @Lyco0n Před rokem

    Why do you export animation two times, I assume they are on the same object?

  • @_decktor
    @_decktor Před rokem

    a big thank you!!!!!!!!

  • @CherylynnLima
    @CherylynnLima Před 24 dny

    i was gonna cry til i found this, thank you good sir, i sent a $thanks!

  • @artistatic
    @artistatic Před měsícem

    Its also saying that all of my bones are missing. PLS HELP

  • @darrennew8211
    @darrennew8211 Před rokem

    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.

  • @McHornet7
    @McHornet7 Před 16 dny

    it worked for me

  • @CherylynnLima
    @CherylynnLima Před 24 dny

    Thanks!

  • @NicKasper
    @NicKasper Před rokem +2

    Will you do a Maya to Unreal tutorial?

  • @chlbrn
    @chlbrn Před rokem +2

    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
      @QueenDoot Před rokem

      Are you trying to add them after the mesh is rigged and imported? What is the obstacle specifically?

    • @chlbrn
      @chlbrn Před rokem +2

      @@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.

    • @mrxcs
      @mrxcs Před 8 měsíci

      ​@@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.

  • @azen1627
    @azen1627 Před rokem +1

    Why do you have multiple animations under one animation?

    • @TheRoyalSkies
      @TheRoyalSkies  Před rokem

      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 :)

    • @azen1627
      @azen1627 Před rokem

      ​@@TheRoyalSkies Everything is clear now. Thanks!

  • @pluto814
    @pluto814 Před 9 měsíci

    Can you share a tutorial From Unreal to Blender?

  • @d00zyGG
    @d00zyGG Před 9 měsíci

    0:25 cried laughing lol

  • @yogames5949
    @yogames5949 Před rokem +4

    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

  • @Choosemistake
    @Choosemistake Před rokem

    How to import character from unreal engine to blender
    With perfect texture?
    Please make one video on this concept?????

  • @eborge9711
    @eborge9711 Před rokem +2

    You got something wrong! You do not have to scale that way. You can scale on export in blender settings

  • @pragtiwadhwa8980
    @pragtiwadhwa8980 Před 3 měsíci

    while importing in unreal - in the import options set it to 100

  • @knuckles7410
    @knuckles7410 Před 4 měsíci +1

    Why not just use "Scale to deltas" for those who rigged and animated already?

  • @HarrisonKillianAnimation

    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.

  • @hloshak
    @hloshak Před 19 dny

    My goat

  • @njgamer69
    @njgamer69 Před rokem

    thank you

  • @alonort0070
    @alonort0070 Před rokem

    Hi! I love u! THANKS!

  • @Hannantonova
    @Hannantonova Před 4 měsíci

    Wow!

  • @mementomori9391
    @mementomori9391 Před 11 měsíci

    Si tienes varias animaciones de mixamo haz "push down" en el action editor y despues en el NLA vete seleccionando las animaciones, asi usaras el mismo esqueleto para las diferentes animaciones porque no te va afuncionar exportar el otro esqueleto porque unreal se pone tonto.

  • @supadek
    @supadek Před rokem +1

  • @sidar87
    @sidar87 Před 2 měsíci

    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.

  • @Linkario86
    @Linkario86 Před 9 dny

    The first Export is only the mesh. There is no import of a rig with the first export.

  • @IzABub
    @IzABub Před 2 měsíci

    Why are my bones not bones anymore