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Do not create multiple skeletons for meshes that use one armature
if you make a number of separate meshes, assign vertex groups and apply aramture modifier, then ue will create multiple skeleton assets for them, instead of a single one.
Example:
- make a cube object named "ST_A", apply all verticles to the verticle group "a"
- make a sphere object named "ST_B", apply all verticles to the verticle group "b"
- make an armature with bones "a" and "b"
- apply armature modifier to both objects
- export to unreal
- you will now have ST_A_Skeleton and ST_B_Skeleton in corresponding locations
This is quite important when making composite objects like guns or animated procedural mechanical objects
@truepak if a skeleton exists in your project you can import meshes onto it. skeleton asset unreal
@truepak if a skeleton exists in your project you can import meshes onto it. skeleton asset unreal
The skeleton does not exist. File contains multiple armature objects:
- one is the parent of a single mesh (fps hands)
- second one does not have armature modifiers, but has 4 child objects, parented to the amature's bones
adding armature modifier does nothing (as armature and objects have the same origin)
I have attached the .blend file so you may try. File is located at "/Game/Project/" location (according to blender) Hands.zip
blender version is 3.0.0 uneral 5 preview 2
Actually, as I have removed the armature modifier, it now gives me the following error:
Actually, as I have removed the armature modifier, it now gives me the following error:
As far as I can tell, with the "use collection as folders" option, this makes the armatures unusable, because it is, for some reason, adds "export" folder to the path. Static meshes export fine.
Hmm yea so that needs to be fixed. Can you save a blend file in this state so that it will produce this error and upload it here? Thanks!
Hmm yea so that needs to be fixed. Can you save a blend file in this state so that it will produce this error and upload it here? Thanks!
I have already attached file to this comment. Hope this helps!