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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:09,999 Hello and welcome to this final chapter in this course and this chapter will essentially be about exporting and collecting everything in your scene. 2 00:00:10,002 --> 00:00:16,999 So the first thing we're going to do is just save right here so we've got everything the way we want it. 3 00:00:17,002 --> 00:00:21,999 But essentially in this chapter I'm going to show you how to export your model with the animation and everything 4 00:00:22,002 --> 00:00:27,999 and also just quickly how you might import it into something like Unreal and just do a very quick setup 5 00:00:28,002 --> 00:00:30,999 so you can see that it's actually all working. 6 00:00:31,002 --> 00:00:36,999 And also just show you some stuff about exporting some texture maps here and there and so on and so forth. 7 00:00:37,002 --> 00:00:47,999 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. 8 00:00:48,002 --> 00:00:53,999 And both of them kind of run on different time lengths but that's absolutely fine. 9 00:00:54,002 --> 00:01:00,561 We can manage that when we get into something like Unreal or something like that or you could export them separately. 10 00:01:00,563 --> 00:01:02,783 Subtitled by online-courses.club We compress knowledge for you! 11 00:01:02,784 --> 00:01:02,999 That's also fine. 12 00:01:03,002 --> 00:01:07,999 So to export this character there is kind of two ways to go about it. 13 00:01:08,002 --> 00:01:11,999 Let's say you have done all the animations that you wanted for this character. 14 00:01:12,002 --> 00:01:17,999 Then you could essentially export all the animation with the character and just export that. 15 00:01:18,002 --> 00:01:19,999 And that's the first thing I'm going to do. 16 00:01:20,002 --> 00:01:25,999 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. 17 00:01:26,002 --> 00:01:29,999 This at least goes for Unreal Engine. 18 00:01:30,002 --> 00:01:36,999 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. 19 00:01:37,002 --> 00:01:38,999 And then everything should be fine. 20 00:01:39,002 --> 00:01:41,999 Then I'm going to select the armature. 21 00:01:42,002 --> 00:01:43,999 Go select hierarchy. 22 00:01:44,002 --> 00:01:44,999 Let's make sure I can see everything. 23 00:01:45,002 --> 00:01:49,999 And then I got everything selected like this. 24 00:01:50,002 --> 00:01:51,999 Cloth, everything like that. 25 00:01:52,002 --> 00:01:53,999 I'm not going to export the sword with this one. 26 00:01:54,002 --> 00:01:56,999 I'm just going to be exporting the character for now. 27 00:01:57,002 --> 00:02:00,999 And then I can plug in the sword afterwards if I need to. 28 00:02:01,002 --> 00:02:02,999 Okay, cool. 29 00:02:03,002 --> 00:02:08,999 So I'm going to say file, export, FBX. 30 00:02:09,002 --> 00:02:13,999 And then I'm going to say character 03 here. 31 00:02:14,002 --> 00:02:17,999 And then over in the blender settings here there's a couple of settings just to take note of. 32 00:02:18,002 --> 00:02:22,999 So I'm going to check on selected objects, leave everything else here by default. 33 00:02:23,002 --> 00:02:24,999 Bake animation should be on. 34 00:02:25,002 --> 00:02:25,999 I'm going to leave all of them. 35 00:02:26,002 --> 00:02:27,999 Armature, I'm going to remove add leaf bones. 36 00:02:28,002 --> 00:02:29,999 I don't need those. 37 00:02:30,002 --> 00:02:31,999 Geometry, I'm going to set this to face. 38 00:02:32,002 --> 00:02:34,999 It just makes the auto smoothing feature work better. 39 00:02:35,002 --> 00:02:36,999 Apply modifiers, that's fine. 40 00:02:37,002 --> 00:02:38,999 You can leave that on. 41 00:02:39,002 --> 00:02:42,999 And then the rest should pretty much be the way it is. 42 00:02:43,002 --> 00:02:46,999 Okay, so character 03, export, FBX. 43 00:02:47,002 --> 00:02:53,999 And this will now go ahead and export both animations with the character. 44 00:02:54,002 --> 00:03:01,999 And then over here in my folder I'm going to have an FBX. 45 00:03:02,002 --> 00:03:06,999 An FBX, character 03 here. 46 00:03:07,002 --> 00:03:08,999 Like there, right there. 47 00:03:09,002 --> 00:03:12,999 And then we're going to try to import that into Unreal. 48 00:03:13,002 --> 00:03:17,999 So in Unreal I have created a completely new scene. 49 00:03:18,002 --> 00:03:24,999 So this is essentially a top-down example from Unreal Engine. 50 00:03:25,002 --> 00:03:29,999 And we're just going to be importing the character somewhere else over here 51 00:03:30,002 --> 00:03:31,999 so we can see the animation is kind of working. 52 00:03:32,002 --> 00:03:34,999 So I'm going to go into the content browser here. 53 00:03:35,002 --> 00:03:36,999 I'm going to create a new folder. 54 00:03:37,002 --> 00:03:40,999 Just call it character, like this. 55 00:03:41,002 --> 00:03:44,999 Go in here, right-click, hit import to game and object. 56 00:03:45,002 --> 00:03:48,999 And then I'm going to select that character 03 FBX. 57 00:03:49,002 --> 00:03:51,999 And this one, there's a couple of settings we need to turn on here. 58 00:03:52,002 --> 00:03:55,999 So first of all, you want to turn on import animations. 59 00:03:56,002 --> 00:03:56,999 I'm going to set this to default. 60 00:03:57,002 --> 00:03:58,999 So import animations. 61 00:03:59,002 --> 00:04:00,999 And then I like to set it to animated time. 62 00:04:01,002 --> 00:04:07,999 That means that instead of importing the animations from the timeline, 63 00:04:08,002 --> 00:04:12,999 so the timeline was set to a 36, but the run cycle is only 16 frames. 64 00:04:13,002 --> 00:04:15,999 This way it will look at the last and first keyframe and get that in. 65 00:04:16,002 --> 00:04:18,999 So this only works, of course, if you set it up like that. 66 00:04:19,002 --> 00:04:19,999 And for me, that's the case. 67 00:04:20,002 --> 00:04:23,999 But you can always change it in Unreal if you need to or in Unity or something like that. 68 00:04:24,002 --> 00:04:25,999 Nothing under advanced. 69 00:04:26,002 --> 00:04:26,999 We're not going to be changing anything here. 70 00:04:27,002 --> 00:04:27,999 Nothing there. 71 00:04:28,002 --> 00:04:28,999 Nothing there. 72 00:04:29,002 --> 00:04:29,999 Nothing there. 73 00:04:30,002 --> 00:04:31,999 And then it says material import. 74 00:04:32,002 --> 00:04:35,999 I'm going to say create new materials as I don't have any yet. 75 00:04:36,002 --> 00:04:37,000 So on and so forth. 76 00:04:38,000 --> 00:04:42,999 And it could be necessary to potentially invert the normal maps for this one. 77 00:04:43,002 --> 00:04:43,999 I'm not going to turn it on right now. 78 00:04:44,002 --> 00:04:46,999 I'm just going to do it in Unreal, not for any particular reason, 79 00:04:47,002 --> 00:04:49,999 just so you can see that that's what's going on. 80 00:04:50,002 --> 00:04:51,999 So I'm going to say import all here. 81 00:04:52,002 --> 00:04:54,999 Then wait for it to import. 82 00:04:55,002 --> 00:05:00,999 And it's hopefully going to go ahead and import everything along with a bunch of animation stuff 83 00:05:01,002 --> 00:05:02,999 and some of it that we don't need. 84 00:05:03,002 --> 00:05:06,999 And it's a little bit weird with that where it just takes anything that has animation data on it 85 00:05:07,002 --> 00:05:09,999 instead of Blender, which you could, of course, clean up. 86 00:05:10,002 --> 00:05:13,999 Now, looking at our maps here, it looks like we've got everything, 87 00:05:14,002 --> 00:05:18,999 body base color, body normal, item base color, item roughness, 88 00:05:19,002 --> 00:05:20,999 but not the item metalness map. 89 00:05:21,002 --> 00:05:29,999 That happens sometimes with the kind of setup in Blender with the FBX and stuff. 90 00:05:30,002 --> 00:05:33,999 So we could just go ahead and grab that one by hand if we needed to. 91 00:05:34,002 --> 00:05:39,999 So item metalness map, I'll just grab that one and import it along with the rest of the stuff here. 92 00:05:40,002 --> 00:05:43,999 We're missing anything else in terms of the body here. 93 00:05:44,002 --> 00:05:44,999 So displacement we don't need. 94 00:05:45,002 --> 00:05:48,999 We just need the base color, the normal, and the body roughness. 95 00:05:49,002 --> 00:05:51,999 And this right here, the skeletal mesh, at least in Unreal, that would be our character. 96 00:05:52,002 --> 00:05:56,999 And I just drag that one in, and we essentially have our character. 97 00:05:57,002 --> 00:06:02,999 This looks a little bit weird, and that's because the normal maps are kind of flipped. 98 00:06:03,002 --> 00:06:05,999 So we would have to go into the body matte here. 99 00:06:06,002 --> 00:06:11,999 So Unreal has created this body matte here, and this normal map, this stuff here, 100 00:06:12,002 --> 00:06:15,999 and the normal map right now, that's the one that's causing a problem. 101 00:06:16,002 --> 00:06:19,999 So if we go to the content browser, double-click the normal map here, 102 00:06:20,002 --> 00:06:24,999 then I can flip the green channel like that, save. 103 00:06:25,002 --> 00:06:28,999 Then now the normal maps look the way that they're supposed to. 104 00:06:29,002 --> 00:06:30,999 They have that look. 105 00:06:31,002 --> 00:06:31,999 They might be a little bit low-res. 106 00:06:32,002 --> 00:06:36,999 Sometimes it takes some time for it to load and then become a little bit higher in resolution. 107 00:06:37,002 --> 00:06:40,999 So yeah, so that's essentially the normal map there. 108 00:06:41,002 --> 00:06:46,999 Then we've got the roughness map, and that one, for some reason, is plugged into the metallicness. 109 00:06:47,002 --> 00:06:49,999 Don't know why, but that's just how it is. 110 00:06:50,002 --> 00:06:52,999 So we're going to plug that into the roughness map here, 111 00:06:53,002 --> 00:06:55,999 and then we'll see what we get here. 112 00:06:56,002 --> 00:06:58,999 I'm going to say color, I'm going to say grayscale, 113 00:06:59,002 --> 00:07:00,999 and then it actually said arrow here. 114 00:07:01,002 --> 00:07:04,999 Sample type is gray, so it should be color for body roughness. 115 00:07:05,002 --> 00:07:06,999 Why should it be color? 116 00:07:07,002 --> 00:07:10,999 Don't know why that is, but okay. 117 00:07:11,002 --> 00:07:13,999 This looks a little bit too shiny, I think. 118 00:07:14,002 --> 00:07:17,999 So there's something to adjust there, because the texture should absolutely be fine, 119 00:07:18,002 --> 00:07:23,999 but I'm guessing it's something to do with the interpretation. 120 00:07:24,002 --> 00:07:27,999 This is definitely way more shiny than it needs to be, 121 00:07:28,002 --> 00:07:31,999 but maybe it's the whole color thing. 122 00:07:32,002 --> 00:07:33,999 So I'm going to set this over here, 123 00:07:34,002 --> 00:07:41,999 and then maybe there's something about the kind of color map it is. 124 00:07:42,002 --> 00:07:45,000 Let's see, a grayscale. 125 00:07:46,000 --> 00:07:48,999 Then this one can be set to grayscale, 126 00:07:49,002 --> 00:07:51,999 and maybe it's going to be a little bit more correct. 127 00:07:52,002 --> 00:07:57,999 For some reason, it's very extreme with the roughness here 128 00:07:58,002 --> 00:08:00,999 in comparison to what we're seeing in Blender, 129 00:08:01,002 --> 00:08:04,999 and it really shouldn't be that different, 130 00:08:05,002 --> 00:08:07,999 but you could always adjust it. 131 00:08:08,002 --> 00:08:11,999 That is quite interesting. 132 00:08:12,002 --> 00:08:14,999 Sample source, yeah. 133 00:08:15,002 --> 00:08:17,999 Okay, and then we got the normal map there, 134 00:08:18,002 --> 00:08:21,999 and the colors, they are there as well. 135 00:08:22,002 --> 00:08:24,999 Okay, let's go back here to... 136 00:08:25,002 --> 00:08:26,999 I'm just going to save this matte here, 137 00:08:27,002 --> 00:08:30,999 and then we're heading back, looking at some of the other stuff. 138 00:08:31,002 --> 00:08:35,999 I mean, some of the other stuff looks fine. 139 00:08:36,002 --> 00:08:37,999 It's just that the body looks quite... 140 00:08:38,002 --> 00:08:41,999 We're creating the difference between the skin and this here, 141 00:08:42,002 --> 00:08:47,999 so there might just be that variation between Unreal and Blender, 142 00:08:48,002 --> 00:08:52,999 so you would have to adjust that to get this to look right 143 00:08:53,002 --> 00:08:57,999 inside of either Unreal or Blender here. 144 00:08:58,002 --> 00:09:02,999 We could try to just go in here and create a... 145 00:09:03,002 --> 00:09:06,999 What's the easiest way here? Levels, 3-point levels, 146 00:09:07,002 --> 00:09:11,999 and then we could start adjusting the values, 147 00:09:12,002 --> 00:09:13,999 but let's not do that. 148 00:09:14,002 --> 00:09:16,999 It's much easier if we just do it inside of Blender, 149 00:09:17,002 --> 00:09:17,999 so let's see here. 150 00:09:18,002 --> 00:09:19,999 Potentially, this one is set to 0.5. 151 00:09:20,002 --> 00:09:21,999 That should be okay. 152 00:09:22,002 --> 00:09:24,999 Normal, all those things, like so. 153 00:09:25,002 --> 00:09:27,999 Surface, opaque, default lid. 154 00:09:28,002 --> 00:09:29,999 All this looks fine. 155 00:09:30,002 --> 00:09:31,999 Okay, cool. 156 00:09:32,002 --> 00:09:37,999 Then we have the items, so I'm going to jump into the items map over here. 157 00:09:38,002 --> 00:09:40,999 This one also has some stuff plugged in. 158 00:09:41,002 --> 00:09:44,999 It actually has the roughness also plugged into the metallicness, 159 00:09:45,002 --> 00:09:46,999 so I'm going to set that to... 160 00:09:47,002 --> 00:09:49,999 We could actually grab just the R value into the roughness here, 161 00:09:50,002 --> 00:09:51,999 because it's completely black and white. 162 00:09:52,002 --> 00:09:54,999 Maybe that's the issue we're having on the other side. 163 00:09:55,002 --> 00:09:56,999 Then I'm going to get the metalness map here, 164 00:09:57,002 --> 00:10:00,673 plug in the R value to metallic, like so. 165 00:10:00,673 --> 00:10:02,717 Subtitled by online-courses.club We compress knowledge for you! 166 00:10:02,718 --> 00:10:03,999 Then I'm going to hit save. 167 00:10:04,002 --> 00:10:06,999 Then I'm just going to try the body map here, 168 00:10:07,002 --> 00:10:11,999 see if that actually helps. 169 00:10:12,002 --> 00:10:14,999 It doesn't really look that way. 170 00:10:15,002 --> 00:10:16,999 It doesn't look that way, 171 00:10:17,002 --> 00:10:20,999 and it seems the grayscale didn't really help either. 172 00:10:21,002 --> 00:10:22,999 Okay, then we've got the cloth. 173 00:10:23,002 --> 00:10:26,999 Somehow the cloth looks a lot more reasonable 174 00:10:27,002 --> 00:10:29,999 as opposed to the body. 175 00:10:30,002 --> 00:10:31,999 Maybe the body is just a bit more shiny than I thought. 176 00:10:32,002 --> 00:10:35,999 The belt definitely looks the way that it's supposed to. 177 00:10:36,002 --> 00:10:37,999 You can also see we've got a little bit of double-sidedness here, 178 00:10:38,002 --> 00:10:39,999 where in Blender by default it's double-sided, 179 00:10:40,002 --> 00:10:41,999 but in Unreal it isn't. 180 00:10:42,002 --> 00:10:43,999 If I come over to the items map here, 181 00:10:44,002 --> 00:10:45,999 then over, if I check the map here, 182 00:10:46,002 --> 00:10:49,999 then I can say two-sided right there. 183 00:10:50,002 --> 00:10:55,999 Then the material should be two-sided like that. 184 00:10:56,002 --> 00:10:59,999 Then now that's essentially two-sided. 185 00:11:00,002 --> 00:11:01,999 Got a character like so. 186 00:11:02,002 --> 00:11:05,999 Now I want to try putting on an animation, 187 00:11:06,002 --> 00:11:07,999 but first I'm just going to try playing, 188 00:11:08,002 --> 00:11:09,999 and then we can see that our character is actually there 189 00:11:10,002 --> 00:11:11,999 in the correct height even. 190 00:11:12,002 --> 00:11:13,999 You can see how it's matching pretty well 191 00:11:14,002 --> 00:11:17,999 with the default Unreal character here. 192 00:11:18,002 --> 00:11:19,999 Cool. 193 00:11:20,002 --> 00:11:22,999 I'm going to rotate this so it's a bit easier to see. 194 00:11:23,002 --> 00:11:25,999 Then now we can just try out one of the animations. 195 00:11:26,002 --> 00:11:27,999 I'm not going to do a big, fancy animation setup. 196 00:11:28,002 --> 00:11:29,999 I'm just going to show you that it works 197 00:11:30,002 --> 00:11:32,999 with these animation assets that we get. 198 00:11:33,002 --> 00:11:34,999 If I go over here to animation mode 199 00:11:35,002 --> 00:11:37,999 and set it to animation asset instead, 200 00:11:38,002 --> 00:11:41,999 then I can select an animation here. 201 00:11:42,002 --> 00:11:45,999 I'm guessing it's probably the one that says 202 00:11:46,002 --> 00:11:50,999 anim attack. 203 00:11:51,002 --> 00:11:56,999 It's probably going to be the one that says root. 204 00:11:57,002 --> 00:12:00,999 If it says root, I think. Let's see here. 205 00:12:01,002 --> 00:12:02,999 Yeah, exactly. 206 00:12:03,002 --> 00:12:06,999 If the animation says anim root something, 207 00:12:07,002 --> 00:12:12,999 then it's probably the correct one here. 208 00:12:13,002 --> 00:12:14,999 Let's see what we get here. We get this. 209 00:12:15,002 --> 00:12:16,999 Here we just get the run cycle 210 00:12:17,002 --> 00:12:19,999 and the character running with everything working 211 00:12:20,002 --> 00:12:21,999 the way it's supposed to work. 212 00:12:22,002 --> 00:12:25,999 Then we could duplicate a character. 213 00:12:26,002 --> 00:12:29,999 We could use this one. We could use the root sword 214 00:12:30,002 --> 00:12:32,999 attack animation. I think that was the one. 215 00:12:33,002 --> 00:12:37,999 Then we have that attack animation. 216 00:12:38,002 --> 00:12:40,999 There we go. Those two animations right there. 217 00:12:41,002 --> 00:12:44,999 Then the final thing we might need is 218 00:12:45,002 --> 00:12:46,999 bringing in the sword. 219 00:12:47,002 --> 00:12:48,999 If we go back to Blender, 220 00:12:49,002 --> 00:12:53,999 then we can bring in our sword here. 221 00:12:54,002 --> 00:12:57,999 We'll say I'll actually take this, 222 00:12:58,002 --> 00:12:59,999 delete this action here, 223 00:13:00,002 --> 00:13:03,999 and just bring this in completely on its own. 224 00:13:04,002 --> 00:13:06,999 Let's remove this influence. 225 00:13:07,002 --> 00:13:11,999 I'm going to hide that there like so. 226 00:13:12,002 --> 00:13:13,999 I don't need any animation on it. 227 00:13:14,002 --> 00:13:17,000 I'm going to say file, export FBX. 228 00:13:18,000 --> 00:13:19,999 For this one, just for a single item, 229 00:13:20,002 --> 00:13:22,999 it's a little bit different how you would do it. 230 00:13:23,002 --> 00:13:24,999 I would technically do it this way. 231 00:13:25,002 --> 00:13:27,999 I would say selected object. 232 00:13:28,002 --> 00:13:29,999 Then I'll just choose mesh. 233 00:13:30,002 --> 00:13:32,999 Then I would choose apply transform. 234 00:13:33,002 --> 00:13:34,999 Then we need to change some of this forward stuff. 235 00:13:35,002 --> 00:13:40,999 This is to avoid Unreal re-centering the origin point. 236 00:13:41,002 --> 00:13:45,999 This usually works for a bunch of things. 237 00:13:46,002 --> 00:13:49,999 We're going to say I believe it's X forward. 238 00:13:50,002 --> 00:13:54,999 Then set up, normal set up like this. 239 00:13:55,002 --> 00:13:56,999 Geometry set to face. That's fine. 240 00:13:57,002 --> 00:14:00,999 We're not going to bake animation because we don't need that. 241 00:14:01,002 --> 00:14:03,999 Then I'm going to export the sword here. 242 00:14:04,002 --> 00:14:05,999 That's going to export. I think it exported. 243 00:14:06,002 --> 00:14:09,999 Then in Unreal, I'm going to go over here, 244 00:14:10,002 --> 00:14:11,999 hit import. 245 00:14:12,002 --> 00:14:13,999 I'm going to find the sword. 246 00:14:14,002 --> 00:14:18,999 Then here, I'm going to reset to default. 247 00:14:19,002 --> 00:14:25,999 Then there's a setting somewhere over here that's called, 248 00:14:26,002 --> 00:14:28,999 let's see here, where is it? 249 00:14:29,002 --> 00:14:30,999 Advanced. 250 00:14:31,002 --> 00:14:33,999 Then transform vertex to absolute. 251 00:14:34,002 --> 00:14:36,999 That should be off essentially. 252 00:14:37,002 --> 00:14:37,999 All right. 253 00:14:38,002 --> 00:14:39,999 I'm going to import all. 254 00:14:40,002 --> 00:14:40,999 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 00:15:02,002 --> 00:15:04,999 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 00:15:08,002 --> 00:15:10,999 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 00:15:46,002 --> 00:15:49,999 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 00:15:58,002 --> 00:15:59,999 We're seeing the different bones here. 277 00:16:00,002 --> 00:16:04,999 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 00:16:09,002 --> 00:16:17,999 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 00:16:44,002 --> 00:16:44,999 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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