![]() ![]() glb file contains all mesh data, image textures, and related information packed into a single binary file. TL DR: When exporting, you'll want to make sure you're exporting as a. + glTF & glb are the same- but not exactly. It can be performed from either the Action Editor or the NLA (Non-linear animation) editor: In order to support objects with multiple animations, any and all animation tracks need to first be 'Stashed' or 'Pushed Down' for them to export to glTF. + Objects with animation tracks need to have those tracks 'Stashed' However, this applies all modifiers including Armature modifiers (for skinning to a skeleton) which may not be desirable. Note: There is a setting in the glTF exporter to 'Apply Modifiers' upon export. If you do not wish to commit to applying that modifier because you are still iterating on your design, you may want to simply duplicate the model first, apply the Mirror, then export just that duplicate. For example, a character that was made by modeling one half, then adding a 'Mirror' modifier to duplicate the other side will only export the modeled half unless you first Apply that 'Mirror' modifier. + Apply any modifiers that you want to seeīlender modifiers need to be applied in order for them to show up on your exported model. You can tell you're having this problem when your model gets dropped into Hubs and it is far from where the loading cube was located. Not having your object near the origin of the world is a very common problem with models that come from third party sites like Sketchfab or Google Poly, especially if they are animated. + Object should be at or near the world origin (0, 0, 0) Scaling in Edit mode doesn't alter the object scale values. One way to avoid this common pitfall is to do all your scaling while in Edit mode. If your object's scale reads something other than 1, 1, 1 then you can end up with an exported model that doesn't match the size or proportion you expected. It's easy to scale things in Blender and then forget to apply that scale (CTRL+a). This is not an exhaustive list, but it contains some common things that can cause unexpected results. There are a few things to check to make sure what you see in Blender is what you'll get in Spoke and Hubs. If you have questions or problems getting certain parts of your Blender file to export, please refer to the following for more information:īlender glTF Importer/Exporter Github repository How to make sure your Blender model(s) export correctly Things that will not export properly (unless things change at some point): Blender's particle systems, cached vertex animations (like fluid or cloth simulations), and certain types of shaders, to name a few. ![]() Generally speaking, you can export models with or without textures and/or vertex colors, models with skeletal armatures, models with shape keys (morphing), and models with animation. This is constantly changing due to ongoing improvements to the Blender glTF importer/exporter add-on, as well as changes to the glTF file format itself. Not everything you make in Blender can be exported to the glTF (glb) format. To ensure you are using the latest release of Blender, look at the top right of Blender's splash screen on startup and make sure it matches the one on the main Blender download page: Using older versions or experimental builds of Blender may work, but is not guaranteed. If you are able to help in this area then that would really help.Note: The following documentation assumes you are using the latest stable release of Blender. I tried parenting the garment mesh to the avatar mesh but this didn't seem to work either. I've tried importing the garment as an OBJ and then attaching it to the Armature of the avatar using Automatic Weights and it seems to then animate in Blender but it's not actually part of the same mesh as the avatar, which I think is where the problem is. Using the PC2 method you've described creates two separate animations, the Avatar which is fully rigged and on its own imports correctly into UE4 and the garment which is a sequence of point clouds I presume. That's the bit I'm struggling with in Blender. In order to be able to import the clothed avatar into UE4 the avatar garment combination needs to be modelled as a single skeletal mesh with the clothing contained within the rigged mesh but in a separate material slot. If you are able to help with the Blender side then if I can get the Blender model in the right format hopefully it will work when importing into UE4. How to make digital clothing animation and rendering more realistic and more usable within a fashion context rather than just games. That's really what I'm looking into in my research at the London College of Fashion actually. ![]() Yes, I agree UE5 looks great, but just having a scarf waving in the wind is a bit weak. ![]()
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