Dude at the begining i was like, what! alembic my performance is going down the drain, but i keep watching and oh boy you did it, with an fbx this looks amazing men i have to try this!
This is so awesome! Unfortunately the amount of frames multiplied by the number of vertices results in large file size pretty quickly. But some amazing effects can be made with this, thanks!
Thank you for this video! Whenever I do this, my normals are stretched warped and look really bad in ue5. However in Blender they look great, any idea why this would be the case?
I managed to fix it by checking the Triangulate faces box under geometry. Apperently Unreal only works with triangle Polygons, while my mesh in Blender was made with quads, in the converting process the normals took a hit. This fixed it
Very cool, i was searching for something like this. Thanks. 🙏 I think all these steps can be done through *python script* /blenders addon system so you will get final FBX or maybe even directly import GN to UE5. That would save so much time. Very cool of you for sharing. Subscribing….
Can i use your method with multiple materials? I see your method collapse all mats to one. About a year i am searching for a method to import crouds and traffic to ue based on GN
I am pretty sure you can have as many materials as there are faces on the model you are using, go wild. This workflow will only affect the shapekey animations. However, you have to reapply materials after reimporting the .mdd file unfortunately.
when I go to export as an ABC I cant see the tick box for selected objects only. Does anyone know if this is because I am using Blender 4.1 and if it is called something different now?
I just tried this out and my final fbx file was about 2.5Gb and whenever i tried to import it into unreal, the import menu never shows up and unreal just freezes, do you have any thoughts that could help me out? do i just need to drastically lower the vertex count to make the file smaller?
Yeah 2.5 gigs is probably a bit large for this workflow. Your computer might not have enough ram to process the import. If there is a way to decimate the animation, I would do that.
@@Natedotfbx well there was about 1.6M but i brought down the bevel drastically and its lower now, but the problem is, after i follow your steps exactly, my fbx doesnt have an animation at all and its just the mesh as it was in the frame the player was on when i exported it
@@sepehrabdar9304 Does everything work up until the point of exporting to fbx? you can delete the point cache modifier and the animation still works in blender? The animation will break if any verticies are created or destroyed during the animation.
@Natedotfbx thank , one question though , what if we export alembic and not do all the does extra steps?is this just because of already mbic cache file size?
@@gamedevinspire To be honest, I figured this out randomly a year ago, so I dont remember all of my reasons. Give it a try, and let me know if it works!
@@Natedotfbx when you are exporting the FBX in the patch mode section put "Copy" instead of "Auto", then click in the "tiny square with box", and your textures will be baked and ready for unreal
I believe the key here is what he explained in the beginning of the video about the Realize node. "The Realize Instances node makes any instances (efficient duplicates of the same geometry) into real geometry data. " (Description from the official Blender documentation). Of course, I am not aware of your goal here, but Niagara is an amazing tool from Unreal for particles/simulations. Even you want something more robust, look for workflows that use Houdini and Unreal. Houdini is a paid software, but there is a free non-commercial version. Houdini is very complex, but as far as I am aware, it is the most powerful tool currently available to the general public for simulations.
@@gabrielgherman87 My goal is to have fluid like particles in Unreal. I need to do a lot of research. I know Niagara has 3D Fluid particles but I need to test to see if they are superior to the particles from the Blender Addon FluidLab (really easy to use Addon). I have marked Houdini down as a last resort (Dylan Brown has done some great tutorials on getting Houdini water into UE). It's my last resort since it has the reputation for being hard to learn. My ultimate aim is to have Unreal do Water Features. I would ideally like to offer the water features as a playable level, so that clients can get an idea of what they will look like before they are built.
You can take some of the same data points and build the shader in your respective engine instead. Blender-based texture animations rely on a completely different rendering engine. You'll need to use a shader builder / language for your specific render engine. GLSL -> WebGL -> Godot / ThreeJS etc. HLSL -> Amplify -> Shader Nodes -> Unity And whatever Unreal uses. etc.
Later in that video one of the guys clearly states that those tools are not planned for public availability so if anyone is thinking of watching that video it will not help you accomplish the content explained in this video.
Oh boy the whole stupid day I'm searching for this truly GOLD tutorial, thank you a lot, you are a true hero ❤
Dude this is HUGE! Will try it out 💪
Dude at the begining i was like, what! alembic my performance is going down the drain, but i keep watching and oh boy you did it, with an fbx this looks amazing men i have to try this!
For some reason, my fbx file doesn't have the animations. Help please.
This is so awesome! Unfortunately the amount of frames multiplied by the number of vertices results in large file size pretty quickly. But some amazing effects can be made with this, thanks!
HolyMoly! Lifesaver 👆🙏
Thank you for this video! Whenever I do this, my normals are stretched warped and look really bad in ue5. However in Blender they look great, any idea why this would be the case?
I managed to fix it by checking the Triangulate faces box under geometry. Apperently Unreal only works with triangle Polygons, while my mesh in Blender was made with quads, in the converting process the normals took a hit. This fixed it
@@Misterred-GW2 Thanks for commenting this. A lot of times I’ve forgotten that gaming engines work smooth with triangulated polygons and not quads
This video saved my life 🤸♀
trully briliant that something i'd use real well thank you
Thanks you are my hero. Liked and subscribed.
ive got it to work without having to make a location key skipped everything after that works fine
th y for video and work, but What is the difference between abc import and skeleton mesh import type?
Would this work with a skeleton mesh?
this is great,thanks bro
Nice trick with Skeletal Meshes. But I'd advice to use a vertex offset animation in VAT shader. This will be way cheaper than Skeletal Meshes in UE.
so if your mesh size is changing, mdd won't export. any fix for this?
Very cool, i was searching for something like this. Thanks. 🙏
I think all these steps can be done through *python script* /blenders addon system so you will get final FBX or maybe even directly import GN to UE5. That would save so much time.
Very cool of you for sharing.
Subscribing….
If you figure that out, please share!
Can i use your method with multiple materials? I see your method collapse all mats to one. About a year i am searching for a method to import crouds and traffic to ue based on GN
I am pretty sure you can have as many materials as there are faces on the model you are using, go wild. This workflow will only affect the shapekey animations. However, you have to reapply materials after reimporting the .mdd file unfortunately.
when I go to export as an ABC I cant see the tick box for selected objects only. Does anyone know if this is because I am using Blender 4.1 and if it is called something different now?
I made some test using USD, it's working, you have nothing to do except exporting as USD. bonus, you're keeping material (if compatible)
there is also 2 plugins on market (99euros). But haven't test it yet. if someone else had ?
I just tried this out and my final fbx file was about 2.5Gb and whenever i tried to import it into unreal, the import menu never shows up and unreal just freezes, do you have any thoughts that could help me out? do i just need to drastically lower the vertex count to make the file smaller?
Yeah 2.5 gigs is probably a bit large for this workflow. Your computer might not have enough ram to process the import. If there is a way to decimate the animation, I would do that.
@@Natedotfbx loool I have 64gb of ram
@@sepehrabdar9304 Oh lol, thats as much as I have. How many verticies are we talking?
@@Natedotfbx well there was about 1.6M but i brought down the bevel drastically and its lower now, but the problem is, after i follow your steps exactly, my fbx doesnt have an animation at all and its just the mesh as it was in the frame the player was on when i exported it
@@sepehrabdar9304 Does everything work up until the point of exporting to fbx? you can delete the point cache modifier and the animation still works in blender? The animation will break if any verticies are created or destroyed during the animation.
you are my hero
When i Import my object back into blender (entirely made in geometry node) its just a plane?
make sure you realize instances!
when trying to import into ue , ue5 crashes , any idea?
Might be too large of an import. If there are too many verts or frames, you might not have the RAM to process it.
@Natedotfbx thank , one question though , what if we export alembic and not do all the does extra steps?is this just because of already mbic cache file size?
@@gamedevinspire To be honest, I figured this out randomly a year ago, so I dont remember all of my reasons. Give it a try, and let me know if it works!
please, help. Can't apply mdd export. errors ((
thank you ! !
how to retain the texture of my models?
I have not found a way, you will need to uv unwrap again
@@Natedotfbx when you are exporting the FBX in the patch mode section put "Copy" instead of "Auto", then click in the "tiny square with box", and your textures will be baked and ready for unreal
Would this work with particles?
It only works if there is a real vertex geometry. I would stick to Niagra for particles.
I believe the key here is what he explained in the beginning of the video about the Realize node.
"The Realize Instances node makes any instances (efficient duplicates of the same geometry) into real geometry data. " (Description from the official Blender documentation).
Of course, I am not aware of your goal here, but Niagara is an amazing tool from Unreal for particles/simulations.
Even you want something more robust, look for workflows that use Houdini and Unreal. Houdini is a paid software, but there is a free non-commercial version.
Houdini is very complex, but as far as I am aware, it is the most powerful tool currently available to the general public for simulations.
@@gabrielgherman87 My goal is to have fluid like particles in Unreal. I need to do a lot of research. I know Niagara has 3D Fluid particles but I need to test to see if they are superior to the particles from the Blender Addon FluidLab (really easy to use Addon). I have marked Houdini down as a last resort (Dylan Brown has done some great tutorials on getting Houdini water into UE). It's my last resort since it has the reputation for being hard to learn.
My ultimate aim is to have Unreal do Water Features. I would ideally like to offer the water features as a playable level, so that clients can get an idea of what they will look like before they are built.
Searching something like this for procedural animated materials - PLEASE don't tell me the only way is baking one by one frame ;_;
You can take some of the same data points and build the shader in your respective engine instead.
Blender-based texture animations rely on a completely different rendering engine. You'll need to use a shader builder / language for your specific render engine.
GLSL -> WebGL -> Godot / ThreeJS etc.
HLSL -> Amplify -> Shader Nodes -> Unity
And whatever Unreal uses. etc.
UE now supports geometry nodes natively, so you may just use them there ruclips.net/video/9IDKPfNyqbM/видео.html
Later in that video one of the guys clearly states that those tools are not planned for public availability so if anyone is thinking of watching that video it will not help you accomplish the content explained in this video.
@@JasonSmith-pn6ch You saved me from watching a 2 hour video, thanks! And for anyone else who wants to confirm, 1:32:00 is where they mentioned it.