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Nomenclature
BleuRaven edited this page Sep 19, 2023
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The nomenclature is by default defined in correlation with the Unreal Engine Pipeline.
It made to be as flexible as possible for all projects.
you can modify the nomenclature as you want to use another pipeline. Unity, Unigine, VR Chat?
By default all assets are exported to the location of the blender file
You can set the name of scripts, additional files, assets prefix and much more.
The option to change the destination are in the Blender scene.
So you have to set one time per blender file not per object.
And you can also use presets for transfer to settings with other files.
Depending on the objects you can also set a sub folder in Object > General > Sub folder.
- Download And Installation
- Download And Installation (Dev Branch)
- Static Meshs ‐ Quick Start
- Skeletal Meshs ‐ Quick Start
- Release-Logs
- Transform And Pivot Point
- Axis Transforms
- Level of details
- Collisions
- Sockets
- Cameras
- Camera Depth of Field
- Camera Shift
- Curves and Splines
- Animations
- Materials
- Vertex Colors
- UV Maps
- Light Maps
- Generate UV Light Maps
- Alembic animations
- Groom Simulation
- Custom Properties Animation to Curves UE
- Export Collection like a StaticMesh
- Import Exported Assets to UE
- How Import Blender assets to Unreal Engine -> https://youtu.be/2ehb2Ih3Nbg
- How Import Blender camera to Unreal Sequencer -> https://youtu.be/Xx_9MQu2EkM
- Old Teaser -> https://youtu.be/YLOZZIlhgaM