How to Export Animation From Blender For Game Engines Like Unity or Unreal
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- čas přidán 6. 09. 2024
- If you're making a 3D game, you'll need to animate your characters... but how do you get those animations from blender to your engine of choice? well, I'm here to answer exactly that!
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Thank you for showing how to export an animation set- every other tutorial just shows one animation
wish you explained more , like what is dope sheet and what the star do and why we should do it that way
anyway , helpful video
thanks if it weren't for this i would have been trying to figure it out for like 4 hours
Awesome tutorial! thanks for the help man I was panicking cx
I searched for an hour through forums and youtube to find out why in the hell I was getting over a dozen animations when importing to UE5, even though I only had one armature. The animation worked, but I couldn't figure out why I had so many individual actions. I still don't understand why, but this video got me to a solution. For anyone else that might be having the same issue I had: I named my action, pushed it down, starred it so it would be the only exported action, and followed this person's export settings. When I imported to UE5, I had the right number and types of files and the animation was still working as expected.
I don't know why it was getting split into so many actions before and I'd like to know for my own future self because I'm guessing that I'm doing something wrong somewhere in my rigging process. So, if anyone knows, please educate me
the goat of blender/ unity tuts
Hi, great video, maybe you can help, I do everything in a similar way, but in unity some of the animations are broken after exporting. For example, the fingers are animated differently. I can't figure out what's wrong. When I export one animation separately, everything is fine.
Hi, I am having an issue while exporting my animations with FBX in Blender, when i import the FBX i get the actions duplicated and it is a lot of mess, for example i have 18 animations actions for a model of 37 separate objects (9 of them animated, some with multiple animation actions), and i get a 162 duplicate actions so it would export every action 9 time, i do not know what is causing this issue, i tried everything, i tried exporting with NLA Strips or just with all actions and it does not fix the issue, please help me if you can.
Thank you for sharing! what if I wanted to export the model with rig in a FBX and each single animations in separated files (one per animation)?
What if I want to add new animations later?
i think you would have to re export it to unreal/ unity, there might be another way
Great tutorial! Thank you!
appreciate the info my man!
im VERY NEW to blender and i figured out how to animate things. the only problem is that when I'm trying to export it to unity, it sort of has its own problems.
ive watched a few tutorials and they seem to have their animations on like one layer (the armeture), and i think that's where the problem is because i dont really know what that means or how do I use it. i animate straight out when selecting the model. im only animating a gun and a blocky hand, it doesnt really need any of that stuff right?
it sounds like you're animating the object position, rotation, and so on rather than using an armature? that works only as long as youre animating for use in blender itself, if you want to export an animation for using in external software you'll need to parent any object you want animated to an armature (which can be as little as just a single bone, or aas complex as you need it to be) and export that.
you can indeed also have multiple animation clips in a single file using the NLA editor, which allows you to put different animation clips you've made on layers that you can then blend, or export. but going very deep into that is a bit difficult to explain in a single comment
Yo! I'm currently converting from Maya to Blender. I'm used to creating a rig from scratch and none of them has ever "lacked" as many bones as yours seem to do! I am under the impression that you need a rather detailed rig in order to get the animations to work properly in unity later on. Is this not the case? Does it work as long as you choose the "Generic" rig type in unity?
the things that you see here are only the controls I had (very quickly) set up, there are a fair amount more actual bones in the armature that are simply hidden since they only end up distracting me while I work, the controls really are the only thing I care about after I set up my rigging constraints :).
@@thegamedevcave Thanks! I have since realised that the controls in Blender work very differently from maya. Mayas controls are made of nurb curves and not "reshaped" bones. So I was thoroughly confused for a few days. I enjoy you videos, keep it up!
What a guide from a devil
Thank you so much for this chanel!
Glad you enjoy it!
@@thegamedevcave Can you make explanation video on how to change playable character in unreal with animations from blender? Or u have one on chanel and i couldnt find it?