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@@ -27,7 +27,7 @@ A node based retargeting system for Blender's
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new animation on unreal marketplace assets and more!
Copy file name to clipboardexpand all lines: docs/send2ue/asset-types/animation-sequence.md
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Actions in blender all exist in the same data block namespace and just contain fcurves values.
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It is not until they are set in an object's animation data that a determination can be made that an action belongs to a particular object.
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This is different from how unreal AnimSequence assets work. Unreal AnimSequence assets must have an associated skeletal mesh in order to exist. Therefore,
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Send to Unreal only exports skeletal mesh animation if the armature object has action strips in its NLA tracks. Also read about the [auto stash active action](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#auto-stash-active-action) option.
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Send to Unreal only exports skeletal mesh animation if the armature object has action strips in its NLA tracks. Also read about the [auto stash active action](https://epicgamesext0.github.io/BlenderTools/send2ue/settings/export.html#auto-stash-active-action) option.
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:::
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2. Which action to export, by checking which NLA tracks are not muted.
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::: tip Note
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All un-muted strips in the NLA Editor will be sent as an AnimSequence of the skeleton
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that is in the `Export` collection. Also read about the [Export All Actions](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) option.
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that is in the `Export` collection. Also read about the [Export All Actions](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) option.
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:::
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3. The start and end of the Unreal Animation, by using the start and end frame of the clip.
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import animation onto an existing skeleton? That can be done in two ways: (1) by turning off all
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import options in the [import settings](/settings/import.html) except for Animations;
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(2) or by placing only the armature object in the `Export` collection. Both ways require you to set the project path
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to the Skeleton asset under the [Paths](https://epicgames.github.io/BlenderTools/send2ue/settings/paths.html#skeleton-asset-unreal)
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to the Skeleton asset under the [Paths](https://epicgamesext.github.io/BlenderTools/send2ue/settings/paths.html#skeleton-asset-unreal)
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tab in the settings dialog.
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In this case two strips were un-muted, therefore two animations were imported onto the referenced skeleton asset.
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::: tip Note
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Also if [export all actions](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) was on, all actions would be exported regardless of their mute values.
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Also if [export all actions](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) was on, all actions would be exported regardless of their mute values.
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:::
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## Morph Targets
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Here is an example of how to send shape key animation in blender to unreal as an animated morph target.
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::: tip Note
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The [export custom property fcurves](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-custom-property-fcurves) must be set to true in
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The [export custom property fcurves](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-custom-property-fcurves) must be set to true in
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order for this to work. Also note that this can apply to any custom property fcurves not just the morph targets fcurve.
Copy file name to clipboardexpand all lines: docs/send2ue/asset-types/groom.md
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::: tip Combining Groom Assets
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To gain more control over how particle systems are exported, use the [_combine assets_](https://epicgames.github.io/BlenderTools/send2ue/extensions/combine-assets.html)
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To gain more control over how particle systems are exported, use the [_combine assets_](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/combine-assets.html)
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extension that has options such as _combine groom for each mesh_ and more.
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:::
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By default, the groom asset will import along with the mesh asset that it is surfaced to. To run a strictly groom asset
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import (meaning no other asset types will be exported from blender and imported to unreal), all import options (mesh,
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animation, textures) must be turned off in your [import settings](https://epicgames.github.io/BlenderTools/send2ue/settings/import.html) except for `Groom`. Alternatively,
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animation, textures) must be turned off in your [import settings](https://epicgamesext.github.io/BlenderTools/send2ue/settings/import.html) except for `Groom`. Alternatively,
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the blender `Curves` objects can be placed in the `Export` collection (without their surface mesh objects) which
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denotes an exclusive groom workflow as well.
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## Binding Assets and More
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The addon provides an extension called [create post import assets for groom](https://epicgames.github.io/BlenderTools/send2ue/extensions/create-post-import-groom-assets.html)
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The addon provides an extension called [create post import assets for groom](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/create-post-import-groom-assets.html)
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to automatically create unreal assets (such as a binding asset) for the imported groom asset. See the extensions section
Copy file name to clipboardexpand all lines: docs/send2ue/extensions/create-post-import-groom-assets.md
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### Groom Binding Asset
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This creates a binding asset for the imported groom asset. The target skeletal mesh is the hair's surface mesh in blender
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that is part of the same import. For this option to work correctly, the _import mesh_ and _import groom_ options in the
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[import settings](https://epicgames.github.io/BlenderTools/send2ue/settings/import.html) must be turned on.
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[import settings](https://epicgamesext.github.io/BlenderTools/send2ue/settings/import.html) must be turned on.
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The binding asset will use the name of the groom asset and the name of the target skeletal mesh post fixed with `_Binding`.
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Note this is the unreal convention of naming binding assets.
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will yield a binding asset named `hair_SK_Mannequin_Female_Binding`.
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::: tip Note
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A binding asset can only be created when the groom's surface mesh is a [skeletal mesh](https://epicgames.github.io/BlenderTools/send2ue/asset-types/skeletal-mesh.html).
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A binding asset can only be created when the groom's surface mesh is a [skeletal mesh](https://epicgamesext.github.io/BlenderTools/send2ue/asset-types/skeletal-mesh.html).
Copy file name to clipboardexpand all lines: docs/send2ue/introduction/quickstart.md
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# Quickstart
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This quick start guide will help you get up and running with Send to Unreal.
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First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGames/BlenderTools/releases?q=Send+to+unreal&expanded=true)
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First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGamesExt/BlenderTools/releases?q=Send+to+unreal&expanded=true)
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under the `Assets` dropdown. The zip file name will start with `send2ue`.
Copy file name to clipboardexpand all lines: docs/ue2rigify/introduction/quickstart.md
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This quick start guide will help you get up and running with the UE to Rigify addon.
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First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGames/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
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First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGamesExt/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
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under the `Assets` dropdown. The zip file name will start with `ue2rigify`.
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