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manual:subwaysim:vehicle_development:blender_rigging [2025/12/16 17:48] dcsmanual:subwaysim:vehicle_development:blender_rigging [2026/01/07 07:13] (current) – [Creating the Armature] dcs
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 There is **no need to create a separate root bone**.   There is **no need to create a separate root bone**.  
 The Armature object itself already acts as a root. The Armature object itself already acts as a root.
 +
 +{{:manual:subwaysim:blender_rigging:rig1.png?direct&800|}}
  
 ---- ----
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   * Parenting meshes directly to bones   * Parenting meshes directly to bones
   * Using Vertex Groups with matching bone names   * Using Vertex Groups with matching bone names
 +
 +{{:manual:subwaysim:blender_rigging:rig2.png?direct&800|}}
  
 The exact method depends on the complexity of the vehicle and will be explained in later sections. The exact method depends on the complexity of the vehicle and will be explained in later sections.
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 ---- ----
  
-===== Export Considerations =====+===== Export .Fbx =====
  
-Before exporting the rigged vehicle to Unreal Engine:+When exporting a rigged vehicle from Blender to Unreal Engine, it is important to note that **there is no single universal export setup**. 
 + 
 +Depending on what is being exported, **different FBX export settings are required**. 
 + 
 +For SubwaySim 2, we distinguish between: 
 +  * Export settings for **Exterior and Interior meshes** 
 +  * Export settings for **Cab meshes** 
 +  * Special export settings for **Animations** 
 + 
 +Each of these cases has its own specific requirements and options. 
 + 
 +---- 
 + 
 +==== General Export Guidelines ==== 
 + 
 +Before exporting any FBX file, always ensure the following: 
 + 
 +  * Only required bones are present in the Armature 
 +  * Bone orientation has been verified one last time 
 +  * Transforms (rotation and scale) are applied correctly 
 + 
 +For all vehicle-related exports, the option: 
 + 
 +**Add Leaf Bones**must be **disabled**. 
 + 
 +Blender automatically adds end bones when this option is enabled.   
 +Unreal Engine interprets these as additional bones, which leads to unwanted and confusing “ghost bones” in the skeleton. 
 + 
 +Disabling this option ensures a clean skeleton structure inside Unreal Engine
 + 
 +---- 
 + 
 +==== Export Presets and Screenshots ==== 
 + 
 +The exact FBX export settings differ depending on the asset type and are documented in detail using screenshots. 
 + 
 +Please refer to the corresponding screenshots in the following sections to ensure that: 
 +  * The correct export preset is used 
 +  * All required options are enabled 
 +  * No unnecessary data is exported 
 + 
 +Using the correct export settings is essential to avoid issues later when importing meshes, animations, or setting up Control Rigs and Animation Blueprints. 
 + 
 +**Exterior/Interior Export Settings:** 
 + 
 +{{:manual:subwaysim:blender_rigging:blender1.png?direct&100|}} 
 + 
 +**Cab Export Settings:** 
 + 
 +{{:manual:subwaysim:blender_rigging:blender2.png?direct&100|}} 
 + 
 +**Animation Export Settings:** 
 + 
 +{{:manual:subwaysim:blender_rigging:blender3.png?direct&100|}}
  
-  * Make sure only required bones exist 
-  * Verify bone orientation one last time 
-  * **Disable “Add Leaf Bones” in FBX export** 
  
-Blender automatically adds end bones, which Unreal Engine interprets as extra bones.   
-Disabling this option prevents unwanted “ghost bones” in Unreal Engine. 
  
 ---- ----
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 For SubwaySim 2 vehicles, this workflow is the recommended foundation for all further steps, including animation setup and vehicle Blueprint creation. For SubwaySim 2 vehicles, this workflow is the recommended foundation for all further steps, including animation setup and vehicle Blueprint creation.
 +
 +{{page>manual:footer}}
  
manual/subwaysim/vehicle_development/blender_rigging.1765903691.txt.gz · Last modified: by dcs

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