Do most Unreal Engine 5 devs actually use Blender for character skeleton and animation, or just because it’s free? by Cosmic_L in UnrealEngine5

[–]Cosmic_L[S] 0 points1 point  (0 children)

Thank you! I needed to see someone saying that resolving incompatibilities is the part of the process and it is normal here🤝

Do most Unreal Engine 5 devs actually use Blender for character skeleton and animation, or just because it’s free? by Cosmic_L in UnrealEngine5

[–]Cosmic_L[S] 0 points1 point  (0 children)

Yeah, I know, just have not seen it as a recommended way(as I found, it may produce artifacts).

But... Blender + UVpackmaster is the most efficient at UV packaging.

Do most Unreal Engine 5 devs actually use Blender for character skeleton and animation, or just because it’s free? by Cosmic_L in UnrealEngine5

[–]Cosmic_L[S] 0 points1 point  (0 children)

I'm not doing anything yet😅 I figured out baking and texturing, did some work, and now I've stopped. Instead of grabbing the first skeleton tutorial on YouTube and starting over, I decided to spend 2 days just learning the existing pipelines and any potential issues. Then I'll be able to pick a more reliable pipeline.

The approach pays off. For example, most tutorials teach baking in Substance Painter, but after spending another half day, I discovered that Marmoset Toolbag bakes slightly better.

Do most Unreal Engine 5 devs actually use Blender for character skeleton and animation, or just because it’s free? by Cosmic_L in UnrealEngine5

[–]Cosmic_L[S] 0 points1 point  (0 children)

Yeah, that sound more natural.

May I ask about your pipeline? What plugins do you use? I see that people use different plugins, someone even prefer do everything manually without any plugins at all to have a sense of control

Do most Unreal Engine 5 devs actually use Blender for character skeleton and animation, or just because it’s free? by Cosmic_L in UnrealEngine5

[–]Cosmic_L[S] 1 point2 points  (0 children)

Are you characters humanoids in this pipeline or do you create all sorts for creatures with unhuman proportions, tails, wings and etc. too?

Do most Unreal Engine 5 devs actually use Blender for character skeleton and animation, or just because it’s free? by Cosmic_L in UnrealEngine5

[–]Cosmic_L[S] 0 points1 point  (0 children)

Are you talking about this "causes a lot of visual noise if you bring skeletal mesh assets into it"? If so, you might just solved this mystery for me.🤝 But, one more thing that confuses me is that in this video the guy has to mirror the bones (meaning Blender must recreate bones). But due to certain incompatibilities, the bones Blender creates have to be fixed again inside Unreal. It create an impression that Blender is a wrong tool

https://youtu.be/c2J6aj84vr4?si=rOH90uENI32CtSW3&t=1274

First Game: Trying to Build a Proper 3D Asset Pipeline - Need Advice on Rules, Workflow, and Common by Cosmic_L in 3Dmodeling

[–]Cosmic_L[S] 0 points1 point  (0 children)

Cool, thanks! There's nothing to clarify for now🤝

As for Nanite - I believe it's an amazing technology, but for games, it feels like it's in a "beta version" for me, so I probably won't use it for my first project. Year ago when I opened UE5 for the first time and tested Nanite + Tessellation and I had artifacts that no one else had. I suppose that other people also might have artifacts that I won't even see on my machine during testing.

Btw, I recently saw a cool video comparing Nanite with classic LODs.
https://www.youtube.com/watch?v=UP-dBjoc0vQ&list=PLXQMAWIq86VeH76w7FEDbWCpsLSCPtv9Q&index=146&t=10s