Start your day off with a Warm-Up!
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3 Pts
What are we learning today?
Color assets from Blender to Unreal
Why is it important?
You will need to create assets for your final
How will you show you understand? What is the assignment?
Create two cool color assets in Blender then bring them into Unreal
3pts
If you find yourself importing often, Epic Games provides an official Blender addon called Send to Unreal.
Why use it? It handles the scale, rotation, and material folder organization automatically with a single click.
Setup: You must link your GitHub account to your Epic Games account to download it. Once installed, it adds a "Pipeline" menu to Blender that pushes assets directly into your open Unreal project.
If you didn't use textures and instead painted color directly onto the geometry (Vertex Paint), you must tell Unreal to look for it.
In Blender: Ensure your colors are in the Color Attributes tab under Object Data Properties.
In Unreal: When importing, look under the Mesh section in the import settings. Change Vertex Color Import Option from "Ignore" to "Replace".
The Material: You will need to create a material in Unreal and add a Vertex Color node, plugging its "RGB" output into the "Base Color" input.
First of all, this is WAY easier than it was last year! This used to be one of my least favorite lessons of the year, now it is fun.
In blender
File > Export >glTF 2.0
Save
Open Unreal Project
Add a new folder to your content
Drag file into folder
Click Reset Selected Pipeline
Click Import
That's it!
Before you export, select smoothing Face in Blender
Make sure and export the character you created in FBX or OBJ format in a T-Pose
Open Mixamo and search characters
Click Upload Character
Upload the OBJ or FBX File
Rotate your T-Posed Character so that the character is facing forward then click Next
Place the chin, wrists, elbows, knees and groin (select no fingers if your character has no fingers) in the Auto-rigger
Once the rigging is done, click Next
Go to the seach bar in Mixamo and search for TĀ
Select T Pose
Click Download
If your character has skin, select with skin or without skin if not
Download the file
Find some animations you like and download them
Idle, Walk & Run
Download without skin
When you download the walking animation, make sure you have In Place Selected * Very important
Open up Unreal Engine Create a new folder with the name of your character
Create a folder inside with the new folder and place the model inside (import)
Create a new folder inside the folder you created with your new player and name it animations
Open the animations folder and add the animations that you downloaded
Make sure and target it to the new skeleton that you just added
In your animations folder
Create an animation Blend Space
right click > Animation > Legacy > Blend Space 1D
Select the skeleton you just added
Give it a nameĀ
Open it up
Add the animations on the timeline
Save and close
In your animations folder, create an animation blueprint
Right Click > Animation > Animation Blueprint
Select the skeleton you want the animations on
Name it ABP_Whatever
Open up your new Animation Blueprint
Right Click and add State Machine
Connect to output pose
Open up yout new state machine node by double clicking
Drag in your BlensSpace from the asset browser on the left
Connect entry to the BlendSpace
Double Click yopur blendSpace to open it
Reight click on the input of your BlendSpace Player Node and Promote to Variable
Name the variable Speed
Click back to your New State machine
Drag in your Jumping up, falling idle and jumping down animations
Connect the BlendSpace to the Jumping Up, Jumping up to the falling idle, falling idle to the jumping down and jumping down to the blendspace
Double Click on the transition from the blendspace to the jumping up animation
Right click on Can enter Transition and promote to Variable
Name the variable IsFalling
Go back to the New State machine and open up the transition between Jumping Up and Falling Idle
Right click and add Time Remaining (jumping up) node
Add a less (<)
Make it 0.1
Connect to the result
Open the transition from Falling to Jumping Down
Drag in your Variable IsFalling at select Get
Add a NOT Boolean
Connect to the result
Open your transition from Jumping Down to the blend space
Right click and add Time Remaining (jumping down)
Add a Less
make it 0.1
Connect to Result
Switch to your Animation Blueprint Event Graph
From Try Get Pawn Owner Node pull out get velocity
From the output of Get Velocity, pull out Vector Length
Drag in your Speed Variable and Set Speed
Connect the output of your vector length to the Set Speed Input
Connect the output of Event Blueprint Update Animation Output to the input of the set speed variable
Now we need to have it check to see if the player is falling
From the output of Get Pawn Owner output, pull out Get Movement Component
From your get movement component, pull out and add Is Falling
Drag is your IsFalling variable and set it
Connect your Set Speed Variable OutputĀ to the Set Is Falling Variable
Compile and save
Open your third person blueprint character
Select the viewport
Select the character you want for your mesh
Select your animation
scale and rotate
Open up Blender
Click edit
Click Preferences
Select Install
Find the zip file you downloaded from GitHub
Select the add-on
install
Find the Mixamo Add-On and make sure the box is checked to enable
Click on the little < at the top right near the Gizmo
Click on Mixamo
Click on your input path
find your animation
Select an output
Click Use Z
then Batch Convert
Find the character you would like to use and download the FBX in a T-Pose
Select the animation you wouild like to use
Click download
Format: FBX
FPS: 60
Skin: Without Skin
KeyFrame Reduction: None
Create a folder in Unreal Engine where you will place the character and animation
Drag your character in the folder first
Click Reset to DefaultĀ
Click Import All
You will get a warning about Export Smoothing Group.... No worries!
Drag in the animations to the folder
Make sure the mesh to have the new mesh selected
How you can drag your Animated sequence in the game