[Bf-gamedev] FBX Exporter to UE4 and Root Motion
Bastien Montagne
montagne29 at wanadoo.fr
Mon Jul 7 19:46:26 CEST 2014
Hi Lina,
Yes, I think this could help.
Indeed, in our WIP FBX branch, I just added support to import FBX bones
hierarchy when they do not have a root 'Null' model. This is still
rather experimental (and not easy/nice in code, since we have to create
two different things out of a single FBX node), but it seems to work
from a few basic tests, needs more though.
However, issue with not importing at all Null node would be that, since
it has all Blender's armature transform/object-level-anim, this would be
lost in UE4. Don't you support at all parenting of bones' hierarchy?
(I realize ways how armatures/skeletons are handled differ quite
drastically between applications, which makes their exchange especially
complex :/ ).
Bastien
Le 07/07/2014 19:37, Lina Halper a écrit :
>
> Hello,
>
> >> Note that armature is **not** added as an additional root bone,
> though, but as an 'empty' (Null FBX Model type), which implies usual
> object-parenting relationship. Unity seems to support this rather
> nicely, while UE4 fails at it.
>
> We import empty node as a bone, but I think we can support that as an
> option, would that help this case?
>
> We have an option of “bImportMeshesInBoneHierarchy”, which specifies
> if you’d like to import mesh as a part of bone hierarchy, but along
> with that, we can have an option to “bImportNullNodeInBoneHierarchy”.
> If you have it off, we won’t import null node.
>
> However, exporting would be problem if we do. Since we don’t have that
> info, it won’t export, but I suppose Blender will create Amateur if it
> doesn’t exist on root?
>
> Thanks,
>
> --Lina,
>
> *From:*bf-gamedev-bounces at blender.org
> [mailto:bf-gamedev-bounces at blender.org] *On Behalf Of *Bastien Montagne
> *Sent:* Wednesday, July 02, 2014 10:28 AM
> *To:* bf-gamedev at blender.org
> *Subject:* Re: [Bf-gamedev] FBX Exporter to UE4 and Root Motion
>
> Hi Alan,
>
> That’s the second time this issues shows up with UE4… So I guess I’ll
> have to provide an option not to export that armature parent inFBX
> (which means I’ll also have to bake armature animation into each root
> bones :/).
>
> Note that armature is **not** added as an additional root bone,
> though, but as an 'empty' (Null FBX Model type), which implies usual
> object-parenting relationship. Unity seems to support this rather
> nicely, while UE4 fails at it.
>
> Also implies I’ll have to update my import armature code, to handle
> cases were bones have no root 'Null' object (wonder how to distinguish
> armatures then, probably just assuming each root bone makes an armature.).
>
> Le 02/07/2014 15:57, Alan Robinson a écrit :
>
> Hey there folks,
>
> I'm developing a game called "Atajrubah" , using Unreal Engine 4
> and Blender for modelling,rigging and animation. Part of the
> technical setup is implementing root motion in our characters.
> I've been working with Jeremy (he worked on Sintel and Tears of
> Steel previously) and he's really on the ball with his rig and a
> great animator.
>
> We've got everything parented to a root bone but the fbx exporter
> keeps adding the rig object as an additional static bone, killing
> the motion of the root bone we've set up. UE4 doesn't have the
> option of selecting which bone that you want to inherit root
> motion from, so it defaults to the first bone in the hierarchy.
>
> I've been wrestling with the FBX exporter for a while now and have
> tried redbeard's solution , trying to stop the exporter from
> exporting the rig object as an additional parent bone. However the
> script fails to export with the modifications that I've made
> (granted that my experience is with c++ and the UE4 code base , so
> no surprise there I guess ).
>
> *[Redbeard's exporter work around]*
>
> (http://krisredbeard.wordpress.com/2012/06/07/blender-baking-fbxexport/)
>
> ideasman42 from the IRC channel recommended I get in touch with
> mont29 for further support. Any help with this would be greatly
> appreciated :)
>
> You can find more information about the game at the links below,
> please do let me know your thoughts on this.
>
> - MrNexy
>
> *[Atajrubah IndieDB page]*
>
> http://www.indiedb.com/games/atajrubah/
>
> *[Atajrubah Facebook page]*
>
> https://www.facebook.com/Atajrubah
>
>
>
>
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