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Original subtitles

Hello and welcome to this final chapter in this course and this chapter will essentially be about exporting and collecting everything in your scene.

So the first thing we're going to do is just save right here so we've got everything the way we want it.

But essentially in this chapter I'm going to show you how to export your model with the animation and everything

and also just quickly how you might import it into something like Unreal and just do a very quick setup

so you can see that it's actually all working.

And also just show you some stuff about exporting some texture maps here and there and so on and so forth.

So we managed to create both an attack animation which you can see here, an attack animation and a run cycle which we can see here.

And both of them kind of run on different time lengths but that's absolutely fine.

We can manage that when we get into something like Unreal or something like that or you could export them separately.

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That's also fine.

So to export this character there is kind of two ways to go about it.

Let's say you have done all the animations that you wanted for this character.

Then you could essentially export all the animation with the character and just export that.

And that's the first thing I'm going to do.

So what I'm going to do is just I'm going to go to the armature here and then I want you to rename it to root.

This at least goes for Unreal Engine.

For Unity it's a little bit different or for something else but specifically for Unreal it just needs the armature to be named root.

And then everything should be fine.

Then I'm going to select the armature.

Go select hierarchy.

Let's make sure I can see everything.

And then I got everything selected like this.

Cloth, everything like that.

I'm not going to export the sword with this one.

I'm just going to be exporting the character for now.

And then I can plug in the sword afterwards if I need to.

Okay, cool.

So I'm going to say file, export, FBX.

And then I'm going to say character 03 here.

And then over in the blender settings here there's a couple of settings just to take note of.

So I'm going to check on selected objects, leave everything else here by default.

Bake animation should be on.

I'm going to leave all of them.

Armature, I'm going to remove add leaf bones.

I don't need those.

Geometry, I'm going to set this to face.

It just makes the auto smoothing feature work better.

Apply modifiers, that's fine.

You can leave that on.

And then the rest should pretty much be the way it is.

Okay, so character 03, export, FBX.

And this will now go ahead and export both animations with the character.

And then over here in my folder I'm going to have an FBX.

An FBX, character 03 here.

Like there, right there.

And then we're going to try to import that into Unreal.

So in Unreal I have created a completely new scene.

So this is essentially a top-down example from Unreal Engine.

And we're just going to be importing the character somewhere else over here

so we can see the animation is kind of working.

So I'm going to go into the content browser here.

I'm going to create a new folder.

Just call it character, like this.

Go in here, right-click, hit import to game and object.

And then I'm going to select that character 03 FBX.

And this one, there's a couple of settings we need to turn on here.

So first of all, you want to turn on import animations.

I'm going to set this to default.

So import animations.

And then I like to set it to animated time.

That means that instead of importing the animations from the timeline,

so the timeline was set to a 36, but the run cycle is only 16 frames.

This way it will look at the last and first keyframe and get that in.

So this only works, of course, if you set it up like that.

And for me, that's the case.

But you can always change it in Unreal if you need to or in Unity or something like that.

Nothing under advanced.

We're not going to be changing anything here.

Nothing there.

Nothing there.

Nothing there.

And then it says material import.

I'm going to say create new materials as I don't have any yet.

So on and so forth.

And it could be necessary to potentially invert the normal maps for this one.

I'm not going to turn it on right now.

I'm just going to do it in Unreal, not for any particular reason,

just so you can see that that's what's going on.

So I'm going to say import all here.

Then wait for it to import.

And it's hopefully going to go ahead and import everything along with a bunch of animation stuff

and some of it that we don't need.

And it's a little bit weird with that where it just takes anything that has animation data on it

instead of Blender, which you could, of course, clean up.

Now, looking at our maps here, it looks like we've got everything,

body base color, body normal, item base color, item roughness,

but not the item metalness map.

That happens sometimes with the kind of setup in Blender with the FBX and stuff.

So we could just go ahead and grab that one by hand if we needed to.

So item metalness map, I'll just grab that one and import it along with the rest of the stuff here.

We're missing anything else in terms of the body here.

So displacement we don't need.

We just need the base color, the normal, and the body roughness.

And this right here, the skeletal mesh, at least in Unreal, that would be our character.

And I just drag that one in, and we essentially have our character.

This looks a little bit weird, and that's because the normal maps are kind of flipped.

So we would have to go into the body matte here.

So Unreal has created this body matte here, and this normal map, this stuff here,

and the normal map right now, that's the one that's causing a problem.

So if we go to the content browser, double-click the normal map here,

then I can flip the green channel like that, save.

Then now the normal maps look the way that they're supposed to.

They have that look.

They might be a little bit low-res.

Sometimes it takes some time for it to load and then become a little bit higher in resolution.

So yeah, so that's essentially the normal map there.

Then we've got the roughness map, and that one, for some reason, is plugged into the metallicness.

Don't know why, but that's just how it is.

So we're going to plug that into the roughness map here,

and then we'll see what we get here.

I'm going to say color, I'm going to say grayscale,

and then it actually said arrow here.

Sample type is gray, so it should be color for body roughness.

Why should it be color?

Don't know why that is, but okay.

This looks a little bit too shiny, I think.

So there's something to adjust there, because the texture should absolutely be fine,

but I'm guessing it's something to do with the interpretation.

This is definitely way more shiny than it needs to be,

but maybe it's the whole color thing.

So I'm going to set this over here,

and then maybe there's something about the kind of color map it is.

Let's see, a grayscale.

Then this one can be set to grayscale,

and maybe it's going to be a little bit more correct.

For some reason, it's very extreme with the roughness here

in comparison to what we're seeing in Blender,

and it really shouldn't be that different,

but you could always adjust it.

That is quite interesting.

Sample source, yeah.

Okay, and then we got the normal map there,

and the colors, they are there as well.

Okay, let's go back here to...

I'm just going to save this matte here,

and then we're heading back, looking at some of the other stuff.

I mean, some of the other stuff looks fine.

It's just that the body looks quite...

We're creating the difference between the skin and this here,

so there might just be that variation between Unreal and Blender,

so you would have to adjust that to get this to look right

inside of either Unreal or Blender here.

We could try to just go in here and create a...

What's the easiest way here? Levels, 3-point levels,

and then we could start adjusting the values,

but let's not do that.

It's much easier if we just do it inside of Blender,

so let's see here.

Potentially, this one is set to 0.5.

That should be okay.

Normal, all those things, like so.

Surface, opaque, default lid.

All this looks fine.

Okay, cool.

Then we have the items, so I'm going to jump into the items map over here.

This one also has some stuff plugged in.

It actually has the roughness also plugged into the metallicness,

so I'm going to set that to...

We could actually grab just the R value into the roughness here,

because it's completely black and white.

Maybe that's the issue we're having on the other side.

Then I'm going to get the metalness map here,

plug in the R value to metallic, like so.

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Then I'm going to hit save.

Then I'm just going to try the body map here,

see if that actually helps.

It doesn't really look that way.

It doesn't look that way,

and it seems the grayscale didn't really help either.

Okay, then we've got the cloth.

Somehow the cloth looks a lot more reasonable

as opposed to the body.

Maybe the body is just a bit more shiny than I thought.

The belt definitely looks the way that it's supposed to.

You can also see we've got a little bit of double-sidedness here,

where in Blender by default it's double-sided,

but in Unreal it isn't.

If I come over to the items map here,

then over, if I check the map here,

then I can say two-sided right there.

Then the material should be two-sided like that.

Then now that's essentially two-sided.

Got a character like so.

Now I want to try putting on an animation,

but first I'm just going to try playing,

and then we can see that our character is actually there

in the correct height even.

You can see how it's matching pretty well

with the default Unreal character here.

Cool.

I'm going to rotate this so it's a bit easier to see.

Then now we can just try out one of the animations.

I'm not going to do a big, fancy animation setup.

I'm just going to show you that it works

with these animation assets that we get.

If I go over here to animation mode

and set it to animation asset instead,

then I can select an animation here.

I'm guessing it's probably the one that says

anim attack.

It's probably going to be the one that says root.

If it says root, I think. Let's see here.

Yeah, exactly.

If the animation says anim root something,

then it's probably the correct one here.

Let's see what we get here. We get this.

Here we just get the run cycle

and the character running with everything working

the way it's supposed to work.

Then we could duplicate a character.

We could use this one. We could use the root sword

attack animation. I think that was the one.

Then we have that attack animation.

There we go. Those two animations right there.

Then the final thing we might need is

bringing in the sword.

If we go back to Blender,

then we can bring in our sword here.

We'll say I'll actually take this,

delete this action here,

and just bring this in completely on its own.

Let's remove this influence.

I'm going to hide that there like so.

I don't need any animation on it.

I'm going to say file, export FBX.

For this one, just for a single item,

it's a little bit different how you would do it.

I would technically do it this way.

I would say selected object.

Then I'll just choose mesh.

Then I would choose apply transform.

Then we need to change some of this forward stuff.

This is to avoid Unreal re-centering the origin point.

This usually works for a bunch of things.

We're going to say I believe it's X forward.

Then set up, normal set up like this.

Geometry set to face. That's fine.

We're not going to bake animation because we don't need that.

Then I'm going to export the sword here.

That's going to export. I think it exported.

Then in Unreal, I'm going to go over here,

hit import.

I'm going to find the sword.

Then here, I'm going to reset to default.

Then there's a setting somewhere over here that's called,

let's see here, where is it?

Advanced.

Then transform vertex to absolute.

That should be off essentially.

All right.

I'm going to import all.

Then we get the sword here.

That should be the correct size with the correct origin point.

We also have a little material already associated with it

because it knows that it's using the items map

and it's already been imported.

It just works.

Cool.

Then a character like this, for example,

can be, if this one was attached to this character,

we could say, how should you go here?

You could go attached to,

and then you could say character.

Actually, I'm going to select the sword here like this.

Attached to character.

That's not working.

Can't attach it to a dynamic actor.

It probably has to be attached with code basically.

You want to get a hand of that root bone,

so if you go into the skeletal mesh here,

then we can see if we check out the skeleton tree.

Can we show the skeleton here somehow?

All right.

We're seeing the different bones here.

The bone you want to get a hand of is the item bones,

so this one, that item bone right there.

That's the one that you want to attach the sword to essentially

with code essentially.

That's the idea there.

We could also add a socket to this one actually.

I added an item socket to it.

That's a little bit interesting.

A socket is essentially Unreal's way of attaching things.

Let's see, which you don't need it per se,

but it can be useful sometimes.

Let's see here.

If we take the sword, am I then allowed to?

I cannot still not attach it to a dynamic actor,

but if I create a new blueprint class here,

let's just make it an actor for now.

I'll call it sample character.

Then I will double-click this.

It opens up over here,

and then I can bring in my character here like so.

Then bring in my sword potentially,

and then say that this one needs to have an attachment point.

Parent socket can be item socket like that.

Then you can see it's probably 100 times bigger,

and that's something to do with the way that the sockets are scaled

and the character is scaled.

Either you go like this, like that,

and then sockets are also rotated a little bit strangely in Unreal

and from Blender and so on and so forth.

Then essentially like that, compile.

Then I can hit my character here,

get the animation asset,

find that attack animation,

and we get the root.

There we have the character with the sword like we had before.

Then I can move this one,

get the sample character in here,

play the game,

and then we have the character with the sword there essentially.

Possibly you could also attach it directly to the item bone

if I just said item.

That one has the same thing,

so if I reset these ones here, it's going to have the same problem,

but this is also a way.

It's very anime, of course.

You can also export sockets to Unreal,

but I don't want to go into that

because that's not really the purpose of the tutorial.

But yeah, this way you can get your assets over to wherever you are

with your game engine

and hopefully create lots of awesome things.

That's not the one.

So yeah.

Now he's holding the sword wrong,

but that's okay.

Just a little bit of variation.

So yeah, that pretty much marks the end for this tutorial.

I hope you learned something.

I know it was long,

but there's lots of bits of information there,

and it really has been quite an effort getting this here.

I made lots of mistakes along the way,

but I think it all turned out pretty good.

So once again,

thank you so much for checking this course and tutorial out.

I hope it'll stay with you for a while,

and I hope it's been a pleasure.

Thanks for watching.

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