Modeling -> Mixamo auto rigging -> UE4 retargeting

In general, there are 3 ways we can work with the Blender-UE4 pipeline:
 
1 Model character Export model Upload to Mixamo for auto rigging Export FBX -> Import to UE4 -> Retarget Anim
2 Download default UE4 Character blender file Update mesh Adjust rigging
3 Model character Custom rig (match the bone hierarchy with UE4 mannequin)
If you want to minimize the amount of headache and jump to UE4 programming ASAP, method 1 is your friend. (The tradeoff is that you wouldn't have custom character animation.)

 

https://wiki.unrealengine.com/Character_from_Blender_to_UE4

https://www.mixamo.com/

 

This post helped me a lot. At first I wasn't able to get the mapping work, the key is that i forgot to turn on humanoid on the original skeleton of the animation.

https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/

 

Technical artist talks about the Blender-UE4 flow (this is from 2015.1, many things have been changed; as you can see the settings are very very *tricky)

https://forums.unrealengine.com/unreal-engine/events/26899-support-stream-%E2%80%93-blender-animation-ue4-%E2%80%93-jan-13th-2015?56101-Twitch-Support-Stream-%E2%80%93-Blender-Animation-amp-UE4-%E2%80%93-Jan-13th-2015=

The Youtube link for part I
https://www.youtube.com/watch?v=Ayp1lof0RJU&index=1&list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB

 

Another video for retargeting anims

https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gbwdyIm78w42fZ1t8dDClsI/xy9aLbZLdeA/

 

Add root bone to Mixamo character. This might not be necessary since we can leave the root selection box to 'None'.

https://www.youtube.com/watch?v=_QpDGNgg7IA

 

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