From the course: Unreal: Content Pipeline
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Animated geometry considerations - Unreal Engine Tutorial
From the course: Unreal: Content Pipeline
Animated geometry considerations
- [Instructor] So far in this course we've been looking at static geometry and now it's time to take a look at some animated geometry. So here we are in Maya. Pretty common environment to be dealing with animated geometry. And I'm just going to hit play on the timeline here and you can see that we just have this sort of simple graphic animation of these panels moving around on this cube. And this is basically just sort of a straight forward example to show us how we want to make sure things look in an environment like Maya and how they're named and how they're organized to bring them over into Unreal in a clean way. Alright so first off let's look at this. And number one you can see that we have this root null and if I open that up you can see we have all these different panels and those are all the different animated panels that are all named unique names and then at the bottom we have this one item called frame and that's just sort of the frame around those. And then each of these…
Practice while you learn with exercise files
Contents
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Geometry considerations4m 42s
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Basic FBX import4m 6s
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Revit FBX export1m 52s
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Revit FBX UE4 import5m 3s
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3ds Max FBX export6m 4s
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Prep 3ds Max FBX in Houdini9m 24s
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Import processed file into UE45m 16s
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Unreal Static Mesh Editor6m 12s
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Animated geometry considerations4m 56s
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Animated FBX UE4 import3m 28s
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Unreal Skeletal Mesh Editor4m 56s
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