blender 导出衣服mesh为fbx,随后导入UE5,坐标轴如何保存一致

发布于:2025-04-17 ⋅ 阅读:(40) ⋅ 点赞:(0)

When exporting a clothing mesh from Blender to UE5 as an FBX file, maintaining consistent coordinate axes is crucial for proper positioning and orientation. Here's how to ensure coordinate consistency throughout the workflow:
当从 Blender 导出衣服 mesh 为 UE5 的 FBX 文件时,保持坐标轴的一致性对于正确的定位和方向至关重要。以下是确保整个工作流程中坐标一致性的一些方法:

Understanding Coordinate System Differences
了解坐标系差异

Blender and UE5 use different coordinate systems by default:
Blender 和 UE5 默认使用不同的坐标系:

Blender's coordinate system:
Blender 的坐标系:

  • Forward: -Y axis  前方:-Y 轴

  • Left: +X axis  左:+X 轴

  • Up: +Z axis  向上:+Z 轴

UE5's coordinate system:  UE5 的坐标系:

  • Forward: +X axis  向前:+X 轴

  • Left: -Y axis  向左:-Y 轴

  • Up: +Z axis3  向上:+Z 轴

These differences can cause orientation issues when transferring models between the programs.
这些差异可能导致在程序间传输模型时出现方向问题。

Proper Export Settings in Blender
Blender 中的正确导出设置

  1. Position your clothing mesh properly in Blender first:
    首先在 Blender 中正确放置你的服装网格:

    • Make sure the model is correctly positioned relative to the world origin
      确保模型相对于世界原点正确定位

    • Apply all transformations (Ctrl+A) before exporting to bake transforms into the mesh3
      应用所有变换(Ctrl+A),在导出前将变换烘焙到网格中 3

  2. Export using the correct settings:
    使用正确的设置进行导出:

    • Select your clothing mesh
      选择你的衣服网格

    • Go to File → Export → FBX1
      前往文件 → 导出 → FBX

    • In the export dialog, configure these settings:
      在导出对话框中,配置以下设置:

      • Selected Objects: Check this if your scene contains multiple objects1
        已选对象:如果您的场景包含多个对象,请勾选此项

      • Apply Scale: Enable to apply scale to all objects1
        应用缩放:启用以将缩放应用于所有对象

      • Forward/Up: Set to X Forward and Z Up to match UE's coordinate system1
        前进/向上:设置为 X 前进和 Z 向上以匹配 UE 的坐标系统

      • Custom Properties: Enable this option to ensure materials are recognized1
        自定义属性:启用此选项以确保材质被识别

  3. Additional export considerations:
    导出额外考虑因素:

    • While Blender's FBX exporter has axis settings, testing shows these settings may not significantly affect the import in UE53
      虽然 Blender 的 FBX 导出器有轴设置,但测试表明这些设置可能对 UE53 的导入影响不大

    • The most important factor is correctly positioning the model in Blender and applying all transformations before export3
      最重要的是在 Blender 中正确定位模型,并在导出前应用所有变换

Correct Import Settings in UE5
UE5 中的正确导入设置

When importing the FBX file into UE5:
当将 FBX 文件导入 UE5 时:

  1. In the import dialog, find the Transform options section and configure:
    在导入对话框中,找到变换选项部分并配置:

    • Force Front XAxis: Enable this option to convert from FBX to UE5 coordinate system358
      强制前 X 轴:启用此选项以将 FBX 坐标系统转换为 UE5 坐标系统

    • Convert Scene: Enable to convert from FBX coordinate system to UE's coordinate system8
      转换场景:启用以将 FBX 坐标系统转换为 UE 坐标系统

    • Convert Scene Unit: Enable to convert from FBX measurement units to UE's centimeter units8
      将场景单位:启用以将 FBX 测量单位转换为 UE 的厘米单位

  2. Other useful import options:
    其他有用的导入选项:

    • Import Translation: Allows the mesh to move along XYZ axes during import8
      导入平移:允许网格在导入过程中沿 XYZ 轴移动

    • Import Rotation: Allows the mesh to rotate along XYZ axes during import8
      导入旋转:允许网格在导入过程中沿 XYZ 轴旋转

    • Import Uniform Scale: Enables uniform scaling during import8
      导入统一缩放:在导入过程中启用统一缩放

Adjusting Pivot Points After Import
导入后调整轴点

If your model's pivot point is not correctly positioned after import:
如果您的模型轴点在导入后位置不正确:

  1. In the UE5 editor:
    在 UE5 编辑器中:

    • Select the mesh  选择网格

    • Hold Alt while using the middle mouse button to move just the coordinate axis6
      按住 Alt 键同时使用中间鼠标按钮移动仅坐标轴 6

    • After positioning, right-click on the object → Pivot → Set as Pivot Offset6
      定位后,右键单击对象→枢轴→设置为枢轴偏移 6

  2. Alternative method:  替代方法:

    • Select the model  选择模型

    • Right-click → Pivot → Set Pivot Offset Here to temporarily place the pivot on the model for easier adjustment7
      右键点击 → 轴心 → 在此处设置轴心偏移,以便临时将轴心放置在模型上,便于调整

    • In Details panel, adjust the Transform/Location values as needed to position your model correctly7
      在详细信息面板中,根据需要调整变换/位置值以正确放置您的模型


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