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Introduction to UE gameplay 44 (animation import FBX and production standard)
2022-06-29 01:26:00 【inspironx】
#1. UE Animation resources that can be created in 
Aim Offset: Aim Offset , be used for FPS Game guns Aim Offset 1D: Aim Offset , be used for 2d Game FPS Game firearms Animation Blueprint: Animation blueprint , Control the execution logic of animation , The animation blueprint acts on the skeleton mesh body , In operation, the general process is Character->Animation BP->Montage->Animation ClipAnimation Composite: Combination animation , Used to group multiple animations , Like multiple Idle Animation Animation Layer Interface: Animation level interface , Separate complex animation to all levels , The interface can be implemented in the animation blueprint , Link multiple animation blueprints Animation Montage: Montage animation ,UE Very easy to use animation function in , Can be integrated into events 、 Sound effect 、 Special effects Animation Sharing Setup: Sharing animation can reduce the number of people Actor The amount of animation work required , Use in some settings , For example, cluster AI, When making videos , You don't need to animate it alone Blend Space: Animation blending space ,UE Animation blending in , After mixing, it is also an animation ( Animation with parameters )Blend Space 1D:2d The animation mixing space of the game Bone Compression Settings: Animate bone compression settings ,UE An animation optimization function of Curve Compression Settings: Animation bone compression curve settings Camera Animation Sequence: Camera animation sequence , Specially control the camera's animation Level Sequence: Level crossing animation sequence Template Sequence: Temporary cut animation sequence , Embedded animation sequence Paper Flipbook:UE Medium 2d Animation Pose Asset: Animation T-Pose or A-Pose assets , Generally used as animation redirection
#2. FBX Import and related resources
When importing , If it is pure Mesh Resources are also bound with a skeleton ,UE Will be identified as a skeleton grid asset 
stay 3d In the process of making the software ,Mesh It is pulled out by modeling , A skeleton is a resource that is bound after modeling , Recorded Mesh Associated motion information , This information will be accompanied by FBX Together , Import to UE Will be separated automatically ,Unity It's called in Chinese Avator( double )
#. Import options 
A total of 6 Large type
#1. Mesh( As Skeletal Mesh)
Skeletal Mesh: Whether it is a skeleton mesh body Import Mesh: Whether to import mesh body , Or just import the skeleton ,UE Really subdivide Import Content Type: Import type , Mesh geometry and skin weights 、 Mesh geometry 、 Skin Weights Skeleton: Skeleton resources , Select existing or auto generated (FBX extract )Vertex Color Import Option: Mesh vertex color import options , Use Mesh Vertex color or UE Default vertex color Vertex Override Color: The vertex color of the overlay Update Skeleton Reference Pose: Update the reference posture of the skeleton , The general skeleton is T-Pose or A-Pose, If the selected skeleton has Retarget too ,
When importing animation again , No need to... Again Retarget, You can update the posture directly Use T0 As Ref Pose: Use the first frame of the animation track ( frame 0) Of Retarget The posture of resources Preserve Smoothing Groups: If enabled , Triangles with mismatched smoothing groups will be physically split , Copy shared vertices Import Meshes in Bone Hierarchy: If enabled , Mesh bodies embedded in the bone level will be imported , Instead of converting to bones Import Morph Targets: Import deformation animation Import Mesh LODs: Import custom mesh LODNormal Import Method: Normal import method ,UE Calculating normals , Import normals or import normals and tangents Normal Generation Method: Normal generation method ,Mikk TSpace Or built-in Compute Weighted Normal: Calculate normal weights Thresholds: Calculation error , Including the position of the net body 、 Normal tangent 、UV、 Deformation animation Create Physics Asset: Whether to create physical assets , Or select an existing physical asset Physics Asset: Select an existing physical asset
#1. Mesh( As Static Mesh)
When put Skeletal Mesh After removal , By default, only... Will be imported Static Mesh;Static Mesh and Skeletal Mesh The options vary a lot Static Mesh: Static mesh bodies for building scenes , Statically related world objects Skeletal Mesh: Skeleton mesh bodies are used for animated models , Use the skeleton to drive
Generate Missing Collision: Generate default collisions for mesh bodies , What is generated is a simple collision Static Mesh LODGroup: Import the default of static mesh LOD Group Vertex Color Import Option: Model default vertex color import options , Same as Skeletal MeshVertex Override Color: Vertex color overlay Remove Degenerates: Remove degradation , Remove degenerated triangles when importing Build Adjacency Buffer: Build adjacency buffer , Whether to use PN Surface optimization Build Reversed Index Buffer: Build a reverse index buffer , Reduce the... Between drawing calls GPU Number of status changes Generate Lightmap UVs: Whether to generate lightmaps , Static lighting One Convex Hull Per UCX: Every UCX A convex hull , Force all UCX The mesh body receives a convex hull Combine Meshes: Will import all Mesh To form a MeshTransform Vertex to Absolute:FBX The file will use transformations for the world scene origin 、 Offset and pivot or use Mesh The center of Bake Pivot in Vertex: Pivot rotation is applied to the mesh body Import Mesh LODs: Whether to import Mesh Of LOD Set up Normal Import Method: How to import normals , Same as Skeletal MeshNormal Generation Method: How normals are generated , Same as SkeletalMeshCompute Weighted Normal: Calculate normal weights , Same as Skeletal Mesh
#1. Mesh( As slice animation )
When importing slice animation, you need to specify a skeleton
Mesh、Skeletal、Animation yes 3d Resources exported during software production , this 3 Resources are just packaged in one fbx in , Various functions and operations are independent
#2. Animation(Skeletal Mesh Or slice animation import )
Animation Length: Import animation duration , Export time 、 Animation time 、 Range time ( A range can be set )Frame Import Range: Import the range of animation Import Meshes in Bone Hierarchy: If checked, , Mesh bodies embedded in the bone level will be imported , Instead of converting to bones Use Default Sample Rate: Use the default 30 Frame animation or use the frame rate of the animation itself Custom Sample Rate: Custom animation frame rate ,0 when , The optimal sampling rate will be determined automatically Import Custom Attribute: Import animation curves Delete Existing Custom Attribute Curve: Delete existing animation curves , When re importing Delete Existing Non Curve Custom: Delete existing non custom curves , When re importing Import Bone Tracks: Import bone tracks , For curve animation Set Material Curve Type: Whether to set the material curve animation type , Animation controls material changes Material Curve Suffixes: Material curve prefix name Remove Redundant Keys: When importing custom attributes as curves , Redundant keys will be removed Delete Existing Morph Target Curve: Delete the existing deformation target ( expression ), When re importing Do not import curves with only 0 values: Do not import 0 Value curve Preserve Local Transform: Whether to maintain the local transformation of the animation ,UE Calculate the global transformation , Then back to the local transformation
#3. Transform Import model transformations 
Import Translation: Import transform position Import Rotation: Import transform rotation Import Uniform Scale: Import uniform zoom
#4. Miscellaneous( miscellaneous )
Convert Scene: Change the scene from FBX Coordinate system conversion to use UE4 The coordinate system of Force Front XAxis: Change the scene from FBX Coordinate system conversion to before use X Axis instead of Y The shaft UE4 Coordinate system Convert Scene Unit: Change the scene from FBX The UOM is converted to UE4 Unit of measurement , Cm Override Full Name: Use string " name (Name)" Field as the full name of the grid body
I am using Unity Model import UE When , Find that the model becomes very small , because UE The use of cm, and Unity It uses m, When importing
Need to transform m To cm, Then the model will display the normal size
then Force Front XAxis It's also very easy to use , same Mesh Space coordinate system to UE World order of the world , It is convenient to calculate and use in the future
#5. Material( Only when importing animation, there is no material option )
Search Location: Material find location , Don't find 、 Current directory 、 Parent directory 、 Follow directory 、 All resources 5 An option Material Import Method: Material import method , Do not create materials , Create materials and create material instances Import Texture: Whether to import texture Invert Normal Maps: Reverse normal mapping Reorder Material to Fbx Order: according to FBX Order readjust the material order
#6. fbx file information
#6. The official recommendation is to set 
fbx Import FAQ
#1. Smooth group alarm , You can ignore ,FBX scene=FBX,scene Express Mesh Local space
No smoothing group information was found in this FBX scene. Please make sure to enable the ‘Export Smoothing Groups’ option in the FBX Exporter plug-in before exporting the file. Even for tools that don’t support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
Reference material :
https://docs.unrealengine.com/4.27/zh-CN/WorkingWithContent/Importing/FBX/ImportOptions/
https://docs.unrealengine.com/4.27/zh-CN/WorkingWithContent/Importing/FBX/HowTo/
https://docs.unrealengine.com/4.27/zh-CN/WorkingWithContent/Importing/FBX/ContentStandards/
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