5,389
edits
(whoops) |
m (→FBX roundtrip and reparenting: typos) |
||
Line 97: | Line 97: | ||
Unless you have an automated way for rotating bones exactly by 90° in exactly the right direction depending on the bone, this needs to be done manually. There are at least two ways to do this in Blender. | Unless you have an automated way for rotating bones exactly by 90° in exactly the right direction depending on the bone, this needs to be done manually. There are at least two ways to do this in Blender. | ||
===FBX roundtrip and reparenting=== | ===FBX roundtrip and reparenting=== | ||
If you export the character to FBX and then reimport with different axis settings under the armature tab, you will end up with a skeleton with bones pointing, e.g., along the +X axis of the original bones. If you import enough of such reoriented skeletons, you can assemble the correct UE4-ready skeleton from | If you export the character to FBX and then reimport with different axis settings under the armature tab, you will end up with a skeleton with bones pointing, e.g., along the +X axis of the original bones. If you import enough of such reoriented skeletons, you can assemble the correct UE4-ready skeleton from them by joining the skeletons, reparenting bones around, and deleting unneeded bones as you go. That's a rather tedious and confusing process, but it gets the job done. | ||
The default armature settings for FBX import are primary axis +Y and secondary axis +X. To match UE4, the skeleton subgroups need to be reimported as follows. | The default armature settings for FBX import are primary axis +Y and secondary axis +X. To match UE4, the skeleton subgroups need to be reimported as follows. | ||
Line 105: | Line 105: | ||
:Left leg (except toe), right toe, right hand and fingers: primary axis -Z, secondary axis -Y | :Left leg (except toe), right toe, right hand and fingers: primary axis -Z, secondary axis -Y | ||
:Right leg (except toe), left toe, left hand and fingers: primary axis Z, secondary axis Y | :Right leg (except toe), left toe, left hand and fingers: primary axis Z, secondary axis Y | ||
===In-place bone rotation=== | ===In-place bone rotation=== | ||
Blender's implementation of bones is not the most intuitive, but it turns out there is a way to rotate bones in Edit mode. This is allowed by selecting "Normal" as the rotation mode (as opposed to "Gimbal", "Global" and "Local") and setting "Individual origins" as "Pivot center for rotation/scaling". Only sideways rotations of the bone can be done that way, though; rotation about the bone's own axis must be done by changing the bone's "roll" value. Also, before you rotate the bones, you must disconnect all the bone chains. | Blender's implementation of bones is not the most intuitive, but it turns out there is a way to rotate bones in Edit mode. This is allowed by selecting "Normal" as the rotation mode (as opposed to "Gimbal", "Global" and "Local") and setting "Individual origins" as "Pivot center for rotation/scaling". Only sideways rotations of the bone can be done that way, though; rotation about the bone's own axis must be done by changing the bone's "roll" value. Also, before you rotate the bones, you must disconnect all the bone chains. |