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You're reading from  Unreal Engine 5 Character Creation, Animation, and Cinematics

Product typeBook
Published inJun 2022
Reading LevelBeginner
PublisherPackt
ISBN-139781801812443
Edition1st Edition
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Authors (2):
Henk Venter
Henk Venter
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Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
Read more about Henk Venter

Wilhelm Ogterop
Wilhelm Ogterop
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Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
Read more about Wilhelm Ogterop

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Creating the controllers for the robot character

Next, we will create the Control Rig controllers as we did for the Alien Plant in Chapter 14, Making a Custom Rig for Our Alien Plant with Control Rig.

Exporting the robot and its skeleton from Blender

Before we can start, we need to export the skinned robot and its skeleton from Blender. The Blender file can also be downloaded from https://github.com/PacktPublishing/Unreal-Engine-5-Character-Creation-Animation-and-Cinematics/blob/main/Chapter15/EndOffChapter13_Results_Drone_Skinned.blend. In Blender, we need to select all the parts of the robot as well as the armature and export it as an FBX file. The export settings are the same as what we used for the Alien Plant in the Exporting the Alien Plant from Blender section in Chapter 14, Making a Custom Rig for Our Alien Plant with Control Rig. Figure 15.5 provides an overview of the important robot export settings:

Figure 15.5 – Robot export settings...

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Unreal Engine 5 Character Creation, Animation, and Cinematics
Published in: Jun 2022Publisher: PacktISBN-13: 9781801812443

Authors (2)

author image
Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
Read more about Henk Venter

author image
Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
Read more about Wilhelm Ogterop