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:
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Forward: -Y axis 前方:-Y 轴
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Left: +X axis 左:+X 轴
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Up: +Z axis 向上:+Z 轴
UE5's coordinate system: UE5 的坐标系:
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Forward: +X axis 向前:+X 轴
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Left: -Y axis 向左:-Y 轴
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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
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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
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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
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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
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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:
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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
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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
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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:
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In the UE5 editor:
在 UE5 编辑器中:-
Select the mesh 选择网格
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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
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Alternative method: 替代方法:
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Select the model 选择模型
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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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