# it's faster and scaling back would also cause rounding errors that will accumulate and get worse each time we run this logic. blend from the state it was before scaling to avoid having to scale back.īpy.ops.wm.open_mainfile(filepath=) # we could also put dope sheet scaling logic in here to scale the action to 30 fps but i'll leave that out for now. # if curve.data_path.partition('"').split('"') in object.bones: #
# we could check if the fcurve is related to the armature with either of these conditions. Key.handle_right = key.handle_right * scale
Key.handle_left = key.handle_left * scale # multiply keyframed location by scale per channel. # and iterate through the keyframe values. If object.animation_data and object.animation_data.action:įor curve in : # check the object has animation data and an active action. Scale = (object.scale * unit_scaling, object.scale * unit_scaling, object.scale * unit_scaling)īpy._all(action='DESELECT')īpy.context.view_ = objectīpy._apply(location=False, rotation=False, scale=True) Unit_scaling = 100 * _settings.scale_length # scaling xyz by (100 * unit scale) = UE4 scale, no matter the unit scale. # save everything before we do some scaling.īpy.ops.wm.save_as_mainfile(filepath=) Me and the entire Blender to UE4 community beg you to use this however you can to enable any unit scale! import bpy Here is the rough summary of the python i use to scale objects and animations in my export script. (not that my fix is any less hacky, it just does the job better) It breaks a lot of existing Blender assets that could be converted for use in UE4 as well as the simple fact that it is a hacky workaround that has been used for way too long. There is absolutely no need to force a 0.01 scale on everyone. I don't want this, i want Send To Unreal to be THE Blender to UE4 export add-on.Ī 0.01 scene unit scale can ruin the accuracy of physics and particle simulations in Blender due to floating point errors Too many people have been messaging me, chatting in my discord server and emailing me to complain and confirm that they will continue to use Mr Mannequins Tools for export and not bother with Send To Unreal purely because Send To Unreal is forcing 0.01 unit scales. I was hoping to be able to abandon Mr Mannequins export script however. Hey author of Mr Mannequins Tools here, first off i'm really excited that this has finally be released! and as i mentioned in my question to Kaye during the "How To Use Blender With Unreal Engine Talk" i really do appreciate all the work that has gone into the making of these add-ons.Īnd i'm looking forward to messing around with everything in my fork of the repo when i have the time so i can expose some advanced FBX export settings that me and thousands of more advanced Blender riggers will need because we don't use Rigify due to having to re-rig almost everything for spline IK, floor targets, proper IK vs FK switching etc etc.
#Unreal engine long path tool how to
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