Thank you for watching, I can't send the model because it's not mine but it's a free model and you can download it from: www.cgtrader.com/free-3d-models/character/woman/ruby-blue-fortnite You can do the blend shapes and move it to the UE simply just like the video, if you need any help I'm more than happy to help in any step.
Hmm I'm not sure, I know the blender way through drivers but in UE I'm not sure where you can do it, but there should be if you look at metahumans, they are full of blend shapes and blend shapes that changes when you move a bone, in face and body, I'm gonna find a way in UE soon and I will make a video.
Thanks for these examples. For 11:20, does it work if you select all parts in Blender > Export > Import into UE > but you need to check "Combine" mesh. Then all the parts should be one asset file (not 3). Does the Morph work then? Because I have a 10 mesh part character that I select in Blender >> UE Import > Combine. And it adds 1 SK asset. When I open the SK, it loads as one combined Mesh. But Right panel > I have morphs on the face (worked). And Left panel > each mesh part can be toggled on/off / assign different Mat slot. Edit 2. Or you might need to add 2 hinge bones to your Box (with center bone), and that makes UE Import work. Edit. Also how do I add Shape keys (in Blender) for Auto Rig Pro (we can only have 1 copy of its Armature), yet without Editing verts? (because bone Posing is easier).
Hi, 1) Unfortunately when you check the Skeletal Mesh option when Importing the FBX file (That you need to do in order for the morphs to work) you don't have "Combined Mesh" option anymore, "Combined Mesh" is only available when you import non-skeletal mesh, at least it's what happening with UE 5. 2)That works but still deforms the doors when they are rotating cause that's the nature of the morph targets and blend shapes, strict movement be achieved with the animation rigging or have a coded rig to have rig controls, and blueprints inside unreal engine are actually coding but with the graphical user interface so you can code your animations and rigs much easier. 3) I have an Idea but actually I didn't test it yet let me check it and if it works I will make a video soon.
Thanks a lot :). Great video, very well explained and straightforward.
Thank you, my pleasure, and thanks for your comment.
Thank you for examples! Now I understand blandshapes much more. Can you send the asset with the girl you got in the UE as a result please?
Thank you for watching, I can't send the model because it's not mine but it's a free model and you can download it from: www.cgtrader.com/free-3d-models/character/woman/ruby-blue-fortnite
You can do the blend shapes and move it to the UE simply just like the video, if you need any help I'm more than happy to help in any step.
Hello, in UE5 is there a way to connect a blendshape to a bone? So when the bone extends, the blendshape will work?
Hmm I'm not sure, I know the blender way through drivers but in UE I'm not sure where you can do it, but there should be if you look at metahumans, they are full of blend shapes and blend shapes that changes when you move a bone, in face and body, I'm gonna find a way in UE soon and I will make a video.
Thank you very much!
You're welcome! Thank you for watching.
Thanks for these examples.
For 11:20, does it work if you select all parts in Blender > Export > Import into UE > but you need to check "Combine" mesh. Then all the parts should be one asset file (not 3). Does the Morph work then?
Because I have a 10 mesh part character that I select in Blender >> UE Import > Combine. And it adds 1 SK asset.
When I open the SK, it loads as one combined Mesh. But Right panel > I have morphs on the face (worked). And Left panel > each mesh part can be toggled on/off / assign different Mat slot.
Edit 2. Or you might need to add 2 hinge bones to your Box (with center bone), and that makes UE Import work.
Edit. Also how do I add Shape keys (in Blender) for Auto Rig Pro (we can only have 1 copy of its Armature), yet without Editing verts? (because bone Posing is easier).
Hi,
1) Unfortunately when you check the Skeletal Mesh option when Importing the FBX file (That you need to do in order for the morphs to work) you don't have "Combined Mesh" option anymore, "Combined Mesh" is only available when you import non-skeletal mesh, at least it's what happening with UE 5.
2)That works but still deforms the doors when they are rotating cause that's the nature of the morph targets and blend shapes, strict movement be achieved with the animation rigging or have a coded rig to have rig controls, and blueprints inside unreal engine are actually coding but with the graphical user interface so you can code your animations and rigs much easier.
3) I have an Idea but actually I didn't test it yet let me check it and if it works I will make a video soon.
is there a way to use these in blender please
Everything is created and used in blender.
model link
I don't know where I got this model, it's from a long time ago, let me check it for you.
@@mck3D thank u
no problem, here is the link:
www.cgtrader.com/free-3d-models/character/woman/ruby-blue-fortnite
@@mck3D thank u soo much u r a true youtuber thanks again for reply me
love from india
You're welcome, thank you for commenting, love India