UE4 (vi) Assetmanager file Asset Management and animation batch Import

Source: Internet
Author: User
Tags file upload svn

PS: In project management, FBX file upload, get, import and export is a very important piece of content, especially the animation FBX file import UE from Max/maya


One: Unreal4 file import absolute path and relative path

Usually the file is placed in the content directory, the open project will detect itself and ask the user whether to import, if it is outside this directory. We wanted to get the path when we managed to manage the files in the team and not pack them.

The location of the UE4


Relative path is relative to content subordinate folder, that is, the import location in the project


The absolute path is in the local PC directory and content peer



You can specify multiple absolute and relative paths, such as storing the FBX file directory for roles and monsters, respectively



Two: FBX file storage and import

When the art or animation is finished, just put in the local PC folder FBX, switch to the UE engine again, the bottom right corner of the prompt import

If your project uses SVN management, then everyone is working on the process of

Non-skeletal models such as building models, such as direct import can not explain


Three: The first part

FBX import with skeletal animations and multi-segment animation of roles the UE4.17/18 version used by the author

See here, a friend of the skeleton fbx file should know what is being imported

First look at the import default interface--5 important content

2 are mesh mesh models, 1 mesh with bones (must be checked), 3 can specify skeleton (can be used to follow only animation segment as a role of multi-segment animation)

4 default generated physical asset handling and physical operations-related

5 animation Import and duration limit

Finally, there are material mapping options, which are not checked and are specified in the UE


See what's been imported-4 files skeletal Mesh, Animation squence, Physicsasset, Skeleton

If the above Red 4 does not tick the Physicsasset file will not be generated


Now let's take a look at the file categories that are imported in the official example


Moved the animation section file

The above directory clear files are sorted out, followed by only the animation files and modified


See here, everyone will ask how to import only one skeletonmesh and multiple Animation Sequence?


Part Two: Multi-segment animation import of the same character

Single FBX with skeleton you have successfully imported, remember the skeleton of the import option above?

If you separate the character's actions, exporting multiple FBX files will make it much easier to include subsequent modifications

Now import the second action FBX file of the same character, just specify skeleton, do not tick the mesh


Successfully imported animation sequence fragments

Part III: FBX file subsequent modifications

Replace the modified FBX file with the corresponding file under absolute path, and cut to unreal engine to see that it has been updated automatically.

If not, you can also right-click Reimport or import new Resource,skeletonmesh on animation sequence



Comprehensive: The use of path-loading principle, the file into SVN and other project management tools directory, only need to put the animation art to upload, we division of Labor and Cooperation

A clean project can also be useful for subsequent modifications and for finding and obtaining version files.


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