manual:subwaysim:vehicle_development:blender_rigging
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| manual:subwaysim:vehicle_development:blender_rigging [2025/12/16 17:48] – dcs | manual:subwaysim:vehicle_development:blender_rigging [2026/01/07 07:13] (current) – [Creating the Armature] dcs | ||
|---|---|---|---|
| Line 68: | Line 68: | ||
| 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. | ||
| + | |||
| + | {{: | ||
| ---- | ---- | ||
| Line 100: | Line 102: | ||
| * Parenting meshes directly to bones | * Parenting meshes directly to bones | ||
| * Using Vertex Groups with matching bone names | * Using Vertex Groups with matching bone names | ||
| + | |||
| + | {{: | ||
| 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. | ||
| Line 118: | Line 122: | ||
| ---- | ---- | ||
| - | ===== Export | + | ===== Export |
| - | Before exporting the rigged | + | 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 | ||
| + | |||
| + | * 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 | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== 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/ | ||
| + | |||
| + | {{: | ||
| + | |||
| + | **Cab Export Settings: | ||
| + | |||
| + | {{: | ||
| + | |||
| + | **Animation Export Settings: | ||
| + | |||
| + | {{: | ||
| - | * 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. | ||
| ---- | ---- | ||
| Line 140: | Line 192: | ||
| 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/subwaysim/vehicle_development/blender_rigging.1765903691.txt.gz · Last modified: by dcs
