Difference between revisions of "Documentation:Unreal Engine Vehicle Variety Pack"

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(Getting SK_Truck_Box into Blender!)
(Getting SK_Truck_Box into Blender and split it!)
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IMPORTANT: Rename the item in the hierarchy to Vehicle_ROOT, and export the entire thing as an FBX.... using the same [http://www.makehumancommunity.org/wiki/Documentation:Saving_models_for_Unreal_Engine_and_how_to_import_them_there#FBX_export_settings export settings] you used for your makehuman FBX - but scale should be changed form 0.1 to 1.0.
 
IMPORTANT: Rename the item in the hierarchy to Vehicle_ROOT, and export the entire thing as an FBX.... using the same [http://www.makehumancommunity.org/wiki/Documentation:Saving_models_for_Unreal_Engine_and_how_to_import_them_there#FBX_export_settings export settings] you used for your makehuman FBX - but scale should be changed form 0.1 to 1.0.
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'''This is a good time to save your .blend file!'''

Revision as of 19:43, 9 March 2020

Your character should have some kind of transportation - and UE4 comes with some help Vehicle Variety Pack. However I wanted to get access to the car and to the interior of the box van... Since you need to use Blender for that, I think this gives us a better way of learning a bit about getting props, using Blender in combination with UE4.

This is the tasks I intend to describe:

  • Getting SM_Truck_Box into Blender! and split the mesh into separate parts!
  • Failed experiment, with morph targets
  • Saving the separate parts
  • Pivot points... when going to UE4
  • Save the work and import to UE4
  • New blueprint for the Truck

The end result should be that you can open back doors of the Truck, also you can open the left front door and you can roll down the left window. These are some screen shots of that:

UE4-Truck-Result.png

Getting SK_Truck_Box into Blender and split it!

You should be able to install the package into UE4 and from there you go to Skeletons and export SK_Truck_Box. You can probably get even better results using SM_Truck_Box, but I did the SK_ version.

Go to Blender 2.8, and import the skeleton in it's separate collection. Use the standard import setting for this. Save the .blend file in a separate folder! Duplicate this collection and start working on the

The trick here is that you should now go to edit mode and select all parts that you want as a separate mesh in UE4. Please start with the from left window! This can be rather tricky, and it will be very tricky doing the front door. These are the shortcut you can use for selection:

  • Left-mouse+shift clicks selects (Vertex/Edge/Face) - the selection is highlighted
  • Ctrl-+ selects what is connected to the current selection, this is not always logic to me but it seldomly fails.
  • H-hey, hides your currently selection - when you have something hidden the H-key the visible selection to that.
  • Alt-H, unhide showing your current selection
  • Ctrl-Z will undo selections etc. (the result you see is not always logic)

In the end you can jump between H and Alt-H to ensure that you have the full selection.... remember to save once in a while! When the window is selected correctly you should be able to do this:

UE4-Truck-Window1.png

Notice that the entire Mesh for the window is two layers, so you first select the outside layer then the layer. And take well care that you do not select some of the internals!

Now this is the important part, you can now split-up the mesh like this:

  • Still in Edit-mode, use the Mesh-menu/Separate/Selection option... This will split up the mesh so you have the window in a separate part. Rename the Window part to window_left.
  • In the current collection you can now hide/see the window/Truck using the eye icons.
  • Duplicate the collection, and for the new collection delete all the parts that is not under the the window.


UE4-Truck-Window2.png

IMPORTANT: Rename the item in the hierarchy to Vehicle_ROOT, and export the entire thing as an FBX.... using the same export settings you used for your makehuman FBX - but scale should be changed form 0.1 to 1.0.

This is a good time to save your .blend file!