Rigging Color Models for UnrealÂ
Open your model
Export to FBX
Change the Path Mode to Copy and make sure to EMBED Textures
Click Export FBX
Save your character
Select the blender file for your character along with the new FBX
Right click > Send To > Compressed
Find your zipped file and upload it to Mixamo
Upload the Zip File
Rotate your character to it is facing forward
Place your markers for the auto-rigging
Download your character in a T Pose
Download your animations (Idle, Jump, Walk, Jog, Fall)
Open up Unreal Engine
Launch your third person game
Create a folder for your character and drag in the FBX File
Open your Third Person Blueprint > Viewport
Select the mesh
Size and rotate your character to fit in the capsule
Compile, Save & Test
Drag all your animations into your folder
Make sure you connect them to yoyur new skeleton
Import All
In the folder with your character
Create an animation Blend Space
right click > Animation > Legacy > Blend Space 1D
Select the skeleton you just added
Name the BlendSpace
Open and add your Idle, Walk and Jog
Save and Close
In your folder, create an animation blueprint
Right Click > Animation > Animation Blueprint
Select the skeleton you want the animations on
Name it ABP_Whateveryouwant then open it up
Open up your new Animation Blueprint
Right Click and add State Machine
Connect to output pose
Open up yout new state machine node by double clicking
Drag in your BlendSpace from the asset browser on the left
Connect entry to the BlendSpace
Double Click yopur blendSpace to open it
Reight click on the input of your BlendSpace Player Node and Promote to Variable
Name the variable Speed
Click back to your New State machine
Drag in your Jumping up, falling and jumping down animations
Connect the BlendSpace to the Jumping Up, Jumping up to the falling idle, falling idle to the jumping down and jumping down to the blendspace
Double Click on the transition from the blendspace to the jumping up animation
Right click on Can enter Transition and promote to Variable
Name the variable IsFalling
Go back to the New State machine and open up the transition between Jumping Up and Falling Idle
Right click and add Time Remaining (jump) node
Add a less (<)
Make it 0.1
Connect to the result
Open the transition from Falling to Jumping Down
Drag in your Variable IsFalling at select Get
Add a NOT Boolean
Connect to the result
Open your transition from Jumping Down to the blend space
Right click and add Time Remaining (jumping down)
Add a Less
make it 0.1
Connect to Result
Switch to your Animation Blueprint Event Graph
From Try Get Pawn Owner Node pull out get velocity
From the output of Get Velocity, pull out Vector Length
Drag in your Speed Variable and Set Speed
Connect the output of your vector length to the Set Speed Input
Connect the output of Event Blueprint Update Animation Output to the input of the set speed variable
Now we need to have it check to see if the player is falling
From the output of Get Pawn Owner output, pull out Get Movement Component
From your get movement component, pull out and add Is Falling
Drag is your IsFalling variable and set it
Connect your Set Speed Variable Output to the Set Is Falling Variable
Compile and save
Open your third person blueprint character
Select the viewport
Select the character you want for your mesh
Select your animation
scale and rotate