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Hello and welcome to this final chapter in this course and this chapter will essentially be about exporting and collecting everything in your scene.
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So the first thing we're going to do is just save right here so we've got everything the way we want it.
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But essentially in this chapter I'm going to show you how to export your model with the animation and everything
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and also just quickly how you might import it into something like Unreal and just do a very quick setup
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so you can see that it's actually all working.
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And also just show you some stuff about exporting some texture maps here and there and so on and so forth.
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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.
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And both of them kind of run on different time lengths but that's absolutely fine.
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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.
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So to export this character there is kind of two ways to go about it.
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Let's say you have done all the animations that you wanted for this character.
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Then you could essentially export all the animation with the character and just export that.
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And that's the first thing I'm going to do.
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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.
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This at least goes for Unreal Engine.
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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.
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And then everything should be fine.
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Then I'm going to select the armature.
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Go select hierarchy.
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Let's make sure I can see everything.
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And then I got everything selected like this.
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Cloth, everything like that.
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I'm not going to export the sword with this one.
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I'm just going to be exporting the character for now.
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And then I can plug in the sword afterwards if I need to.
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Okay, cool.
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So I'm going to say file, export, FBX.
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And then I'm going to say character 03 here.
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And then over in the blender settings here there's a couple of settings just to take note of.
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So I'm going to check on selected objects, leave everything else here by default.
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Bake animation should be on.
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I'm going to leave all of them.
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Armature, I'm going to remove add leaf bones.
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I don't need those.
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Geometry, I'm going to set this to face.
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It just makes the auto smoothing feature work better.
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Apply modifiers, that's fine.
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You can leave that on.
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And then the rest should pretty much be the way it is.
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Okay, so character 03, export, FBX.
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And this will now go ahead and export both animations with the character.
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And then over here in my folder I'm going to have an FBX.
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An FBX, character 03 here.
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Like there, right there.
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And then we're going to try to import that into Unreal.
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So in Unreal I have created a completely new scene.
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So this is essentially a top-down example from Unreal Engine.
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And we're just going to be importing the character somewhere else over here
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so we can see the animation is kind of working.
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So I'm going to go into the content browser here.
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I'm going to create a new folder.
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Just call it character, like this.
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Go in here, right-click, hit import to game and object.
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And then I'm going to select that character 03 FBX.
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And this one, there's a couple of settings we need to turn on here.
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So first of all, you want to turn on import animations.
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I'm going to set this to default.
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So import animations.
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And then I like to set it to animated time.
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That means that instead of importing the animations from the timeline,
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so the timeline was set to a 36, but the run cycle is only 16 frames.
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This way it will look at the last and first keyframe and get that in.
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So this only works, of course, if you set it up like that.
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And for me, that's the case.
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But you can always change it in Unreal if you need to or in Unity or something like that.
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Nothing under advanced.
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We're not going to be changing anything here.
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Nothing there.
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Nothing there.
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Nothing there.
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And then it says material import.
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I'm going to say create new materials as I don't have any yet.
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So on and so forth.
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And it could be necessary to potentially invert the normal maps for this one.
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I'm not going to turn it on right now.
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I'm just going to do it in Unreal, not for any particular reason,
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just so you can see that that's what's going on.
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So I'm going to say import all here.
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Then wait for it to import.
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And it's hopefully going to go ahead and import everything along with a bunch of animation stuff
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and some of it that we don't need.
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And it's a little bit weird with that where it just takes anything that has animation data on it
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instead of Blender, which you could, of course, clean up.
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Now, looking at our maps here, it looks like we've got everything,
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body base color, body normal, item base color, item roughness,
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but not the item metalness map.
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That happens sometimes with the kind of setup in Blender with the FBX and stuff.
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So we could just go ahead and grab that one by hand if we needed to.
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So item metalness map, I'll just grab that one and import it along with the rest of the stuff here.
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We're missing anything else in terms of the body here.
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So displacement we don't need.
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We just need the base color, the normal, and the body roughness.
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And this right here, the skeletal mesh, at least in Unreal, that would be our character.
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And I just drag that one in, and we essentially have our character.
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This looks a little bit weird, and that's because the normal maps are kind of flipped.
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So we would have to go into the body matte here.
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So Unreal has created this body matte here, and this normal map, this stuff here,
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and the normal map right now, that's the one that's causing a problem.
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So if we go to the content browser, double-click the normal map here,
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then I can flip the green channel like that, save.
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Then now the normal maps look the way that they're supposed to.
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They have that look.
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They might be a little bit low-res.
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Sometimes it takes some time for it to load and then become a little bit higher in resolution.
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So yeah, so that's essentially the normal map there.
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Then we've got the roughness map, and that one, for some reason, is plugged into the metallicness.
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Don't know why, but that's just how it is.
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So we're going to plug that into the roughness map here,
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and then we'll see what we get here.
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I'm going to say color, I'm going to say grayscale,
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and then it actually said arrow here.
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Sample type is gray, so it should be color for body roughness.
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Why should it be color?
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Don't know why that is, but okay.
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This looks a little bit too shiny, I think.
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So there's something to adjust there, because the texture should absolutely be fine,
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but I'm guessing it's something to do with the interpretation.
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This is definitely way more shiny than it needs to be,
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but maybe it's the whole color thing.
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So I'm going to set this over here,
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and then maybe there's something about the kind of color map it is.
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Let's see, a grayscale.
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Then this one can be set to grayscale,
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and maybe it's going to be a little bit more correct.
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For some reason, it's very extreme with the roughness here
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in comparison to what we're seeing in Blender,
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and it really shouldn't be that different,
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but you could always adjust it.
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That is quite interesting.
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Sample source, yeah.
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Okay, and then we got the normal map there,
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and the colors, they are there as well.
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Okay, let's go back here to...
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I'm just going to save this matte here,
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and then we're heading back, looking at some of the other stuff.
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I mean, some of the other stuff looks fine.
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It's just that the body looks quite...
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We're creating the difference between the skin and this here,
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so there might just be that variation between Unreal and Blender,
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so you would have to adjust that to get this to look right
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inside of either Unreal or Blender here.
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We could try to just go in here and create a...
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What's the easiest way here? Levels, 3-point levels,
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and then we could start adjusting the values,
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but let's not do that.
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It's much easier if we just do it inside of Blender,
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so let's see here.
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Potentially, this one is set to 0.5.
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That should be okay.
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Normal, all those things, like so.
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Surface, opaque, default lid.
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All this looks fine.
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Okay, cool.
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Then we have the items, so I'm going to jump into the items map over here.
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This one also has some stuff plugged in.
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It actually has the roughness also plugged into the metallicness,
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so I'm going to set that to...
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We could actually grab just the R value into the roughness here,
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because it's completely black and white.
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Maybe that's the issue we're having on the other side.
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Then I'm going to get the metalness map here,
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plug in the R value to metallic, like so.
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Then I'm going to hit save.
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Then I'm just going to try the body map here,
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see if that actually helps.
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It doesn't really look that way.
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It doesn't look that way,
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and it seems the grayscale didn't really help either.
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Okay, then we've got the cloth.
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Somehow the cloth looks a lot more reasonable
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as opposed to the body.
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Maybe the body is just a bit more shiny than I thought.
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The belt definitely looks the way that it's supposed to.
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You can also see we've got a little bit of double-sidedness here,
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where in Blender by default it's double-sided,
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but in Unreal it isn't.
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If I come over to the items map here,
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then over, if I check the map here,
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then I can say two-sided right there.
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Then the material should be two-sided like that.
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Then now that's essentially two-sided.
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Got a character like so.
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Now I want to try putting on an animation,
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but first I'm just going to try playing,
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and then we can see that our character is actually there
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in the correct height even.
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You can see how it's matching pretty well
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with the default Unreal character here.
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Cool.
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I'm going to rotate this so it's a bit easier to see.
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Then now we can just try out one of the animations.
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I'm not going to do a big, fancy animation setup.
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I'm just going to show you that it works
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with these animation assets that we get.
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If I go over here to animation mode
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and set it to animation asset instead,
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then I can select an animation here.
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I'm guessing it's probably the one that says
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anim attack.
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It's probably going to be the one that says root.
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If it says root, I think. Let's see here.
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Yeah, exactly.
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If the animation says anim root something,
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then it's probably the correct one here.
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Let's see what we get here. We get this.
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Here we just get the run cycle
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and the character running with everything working
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the way it's supposed to work.
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Then we could duplicate a character.
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We could use this one. We could use the root sword
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attack animation. I think that was the one.
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Then we have that attack animation.
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There we go. Those two animations right there.
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Then the final thing we might need is
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bringing in the sword.
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If we go back to Blender,
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then we can bring in our sword here.
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We'll say I'll actually take this,
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delete this action here,
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and just bring this in completely on its own.
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Let's remove this influence.
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I'm going to hide that there like so.
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I don't need any animation on it.
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I'm going to say file, export FBX.
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For this one, just for a single item,
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it's a little bit different how you would do it.
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I would technically do it this way.
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I would say selected object.
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Then I'll just choose mesh.
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Then I would choose apply transform.
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Then we need to change some of this forward stuff.
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This is to avoid Unreal re-centering the origin point.
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This usually works for a bunch of things.
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We're going to say I believe it's X forward.
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Then set up, normal set up like this.
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Geometry set to face. That's fine.
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We're not going to bake animation because we don't need that.
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Then I'm going to export the sword here.
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That's going to export. I think it exported.
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Then in Unreal, I'm going to go over here,
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hit import.
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I'm going to find the sword.
246
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Then here, I'm going to reset to default.
247
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Then there's a setting somewhere over here that's called,
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let's see here, where is it?
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Advanced.
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Then transform vertex to absolute.
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That should be off essentially.
252
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All right.
253
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I'm going to import all.
254
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Then we get the sword here.
255
00:14:41,002 --> 00:14:46,999
That should be the correct size with the correct origin point.
256
00:14:47,002 --> 00:14:49,999
We also have a little material already associated with it
257
00:14:50,002 --> 00:14:51,999
because it knows that it's using the items map
258
00:14:52,002 --> 00:14:54,999
and it's already been imported.
259
00:14:55,002 --> 00:14:57,999
It just works.
260
00:14:58,002 --> 00:14:58,999
Cool.
261
00:14:59,002 --> 00:15:01,999
Then a character like this, for example,
262
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can be, if this one was attached to this character,
263
00:15:05,002 --> 00:15:07,999
we could say, how should you go here?
264
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You could go attached to,
265
00:15:11,002 --> 00:15:14,999
and then you could say character.
266
00:15:15,002 --> 00:15:18,999
Actually, I'm going to select the sword here like this.
267
00:15:19,002 --> 00:15:23,999
Attached to character.
268
00:15:24,002 --> 00:15:30,999
That's not working.
269
00:15:31,002 --> 00:15:33,999
Can't attach it to a dynamic actor.
270
00:15:34,002 --> 00:15:41,999
It probably has to be attached with code basically.
271
00:15:42,002 --> 00:15:43,999
You want to get a hand of that root bone,
272
00:15:44,002 --> 00:15:45,999
so if you go into the skeletal mesh here,
273
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then we can see if we check out the skeleton tree.
274
00:15:50,002 --> 00:15:56,999
Can we show the skeleton here somehow?
275
00:15:57,002 --> 00:15:57,999
All right.
276
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We're seeing the different bones here.
277
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The bone you want to get a hand of is the item bones,
278
00:16:05,002 --> 00:16:08,999
so this one, that item bone right there.
279
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That's the one that you want to attach the sword to essentially
280
00:16:18,002 --> 00:16:20,999
with code essentially.
281
00:16:21,002 --> 00:16:23,999
That's the idea there.
282
00:16:24,002 --> 00:16:26,999
We could also add a socket to this one actually.
283
00:16:27,002 --> 00:16:29,999
I added an item socket to it.
284
00:16:30,002 --> 00:16:31,999
That's a little bit interesting.
285
00:16:32,002 --> 00:16:35,999
A socket is essentially Unreal's way of attaching things.
286
00:16:36,002 --> 00:16:39,999
Let's see, which you don't need it per se,
287
00:16:40,002 --> 00:16:43,999
but it can be useful sometimes.
288
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Let's see here.
289
00:16:45,002 --> 00:16:49,999
If we take the sword, am I then allowed to?
290
00:16:50,002 --> 00:16:52,999
I cannot still not attach it to a dynamic actor,
291
00:16:53,002 --> 00:16:58,999
but if I create a new blueprint class here,
292
00:16:59,002 --> 00:17:02,999
let's just make it an actor for now.
293
00:17:03,002 --> 00:17:07,999
I'll call it sample character.
294
00:17:08,002 --> 00:17:11,999
Then I will double-click this.
295
00:17:12,002 --> 00:17:13,999
It opens up over here,
296
00:17:14,002 --> 00:17:20,999
and then I can bring in my character here like so.
297
00:17:21,002 --> 00:17:27,999
Then bring in my sword potentially,
298
00:17:28,002 --> 00:17:30,999
and then say that this one needs to have an attachment point.
299
00:17:31,002 --> 00:17:34,999
Parent socket can be item socket like that.
300
00:17:35,002 --> 00:17:39,999
Then you can see it's probably 100 times bigger,
301
00:17:40,002 --> 00:17:43,999
and that's something to do with the way that the sockets are scaled
302
00:17:44,002 --> 00:17:45,999
and the character is scaled.
303
00:17:46,002 --> 00:17:56,999
Either you go like this, like that,
304
00:17:57,002 --> 00:18:05,999
and then sockets are also rotated a little bit strangely in Unreal
305
00:18:06,002 --> 00:18:09,999
and from Blender and so on and so forth.
306
00:18:10,002 --> 00:18:12,999
Then essentially like that, compile.
307
00:18:13,002 --> 00:18:14,999
Then I can hit my character here,
308
00:18:15,002 --> 00:18:16,999
get the animation asset,
309
00:18:17,002 --> 00:18:20,999
find that attack animation,
310
00:18:21,002 --> 00:18:22,999
and we get the root.
311
00:18:23,002 --> 00:18:27,999
There we have the character with the sword like we had before.
312
00:18:28,002 --> 00:18:31,999
Then I can move this one,
313
00:18:32,002 --> 00:18:35,999
get the sample character in here,
314
00:18:36,002 --> 00:18:37,999
play the game,
315
00:18:38,002 --> 00:18:44,000
and then we have the character with the sword there essentially.
316
00:18:45,000 --> 00:18:53,999
Possibly you could also attach it directly to the item bone
317
00:18:54,002 --> 00:18:58,999
if I just said item.
318
00:18:59,002 --> 00:19:02,999
That one has the same thing,
319
00:19:03,002 --> 00:19:05,999
so if I reset these ones here, it's going to have the same problem,
320
00:19:06,002 --> 00:19:06,999
but this is also a way.
321
00:19:07,002 --> 00:19:11,999
It's very anime, of course.
322
00:19:12,002 --> 00:19:13,999
You can also export sockets to Unreal,
323
00:19:14,002 --> 00:19:15,999
but I don't want to go into that
324
00:19:16,002 --> 00:19:19,999
because that's not really the purpose of the tutorial.
325
00:19:20,002 --> 00:19:27,999
But yeah, this way you can get your assets over to wherever you are
326
00:19:28,002 --> 00:19:29,999
with your game engine
327
00:19:30,002 --> 00:19:39,000
and hopefully create lots of awesome things.
328
00:19:40,000 --> 00:19:41,999
That's not the one.
329
00:19:42,002 --> 00:19:44,999
So yeah.
330
00:19:45,002 --> 00:19:46,999
Now he's holding the sword wrong,
331
00:19:47,002 --> 00:19:47,999
but that's okay.
332
00:19:48,002 --> 00:19:49,999
Just a little bit of variation.
333
00:19:50,002 --> 00:19:57,999
So yeah, that pretty much marks the end for this tutorial.
334
00:19:58,002 --> 00:19:59,999
I hope you learned something.
335
00:20:00,002 --> 00:20:00,999
I know it was long,
336
00:20:01,002 --> 00:20:03,000
but there's lots of bits of information there,
337
00:20:04,000 --> 00:20:09,999
and it really has been quite an effort getting this here.
338
00:20:10,002 --> 00:20:12,999
I made lots of mistakes along the way,
339
00:20:13,002 --> 00:20:16,999
but I think it all turned out pretty good.
340
00:20:17,002 --> 00:20:18,999
So once again,
341
00:20:19,002 --> 00:20:23,999
thank you so much for checking this course and tutorial out.
342
00:20:24,002 --> 00:20:26,999
I hope it'll stay with you for a while,
343
00:20:27,002 --> 00:20:28,999
and I hope it's been a pleasure.
344
00:20:29,002 --> 00:20:31,000
Thanks for watching.
27534
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