How to Use the Blender Source Files

Using the Blender Source Files

This pack comes included with the Blender source files that were used to create the rigs and models.

Blender is a free and open source 3D editing software that can be used to create rigs, animations, models, and more, the files included in this project are made using Blender 2.93.2.

  • The source files are available on the FAB download page, you will find them under additional files, they are called "lpsp_blender_source_files.zip".

  • Once you have opened and extracted the folder you can then open the included files using Blender.

Important: Always create a backup of your project files before modifying any of the source files, the UV maps and animations might break when modifying models, modify them at your own risk.

  • The weapon rigs can be found here: LPSP_Blender_Source_Files > Weapons.

  • Each of the weapon rig files contains the weapon model and all of its separate parts, as well as the weapon skeleton.

Bone Sockets

  • The weapon skeletons are set up with “bone sockets”, rather than creating separate sockets inside of Unreal Engine we can instead modify the sockets directly inside of Blender.

  • Most weapon rigs share the same general socket setup:

    • SOCKET_Default - This socket is used to attach the default components of the weapon, such as the iron sights mesh for example.

    • SOCKET_Magazine - Used for attaching the weapons magazine mesh.

    • SOCKET_Muzzle - Used for any muzzle attachments, such as the silencer mesh.

    • SOCKET_Scope - Used for attaching any secondary scope mesh.

    • SOCKET_Laser - Used for attaching “laser” type attachments, such as the flashlight and laser sight.

    • SOCKET_Grip - Used for attaching “grip” type attachments, such as the bipods.

    • SOCKET_Eject - This socket is used to determine the location and direction of the eject casing mesh, all weapons that use bullets are required to have this socket.

  • The default weapon specific models can be found under the Meshes collection, the separate attachment models can be found under the Attachments collection.

  • Each of the models are attached to the weapon rig socket bones using constraints, this is useful for visualizing what the socket placement would look like inside of Unreal Engine.

  • The weapon rig bones can be directly manipulated as well, this can be useful for changing the location or rotation of the different attachment sockets.

Note: Edit Mode should be used for moving or rotating socket bones rather than Pose Mode, otherwise the new position might not export correctly.

Exporting From Blender

Modifying Models

  • Let’s walk through the process for modifying or editing any of the included weapon models. For this example we are going to use the AR_02 weapon rig, it can be found here:

    • LPSP_Blender_Source_Files > Weapons > LPSP_AR_02_Rig.blend.

  • Once inside Blender we need to switch from Object Mode to Edit Mode in order to be able to edit the weapon model.

  • Let’s say that we want to give the weapon model a different look, for the sake of this example we will make the barrel really long.

  • We can start modifying the weapon by selecting the vertices around the barrel, as in the image below.

  • Once we are happy with the new look we can switch back to Object Mode again.

Exporting

  • We are now ready to export our modified weapon model, go to the Outliner hierarchy and select the weapon rig, it’s called “SKEL_AR_02”.

  • Then hold down Left Shift and select the modified weapon model that you wish to export.

  • In this case the model that I wish to export is called “SM_AR_02”.

  • Both the model and rig should now be selected, as in the image below.

  • Now go to File > Export > FBX (.fbx).

  • This will bring up the FBX export settings window, first we want to set the Limit to setting to Selected Objects only, and then set the Object Types to Armature and Mesh.

  • Under the Transform settings we want to set the Forward setting to -Y Forward, and the Up setting to Z Up.

  • Under the Geometry settings we want to set Smoothing to Edge, and disable Apply Modifiers.

  • Go to the Armature settings and enable Only Deform Bones, and disable Add Leaf Bones.

  • Lastly we want to disable the Bake Animation settings since we only want to export the model and rig, not the animations on it.

  • Give the file a fitting name and hit the Export FBX button.

  • That’s it! We have now successfully exported our modified weapon model and can import it into Unreal Engine 4.

Importing To Unreal Engine

Replacing Weapon Models

  • Lastly, let's walk through the process of importing modified models into the Low Poly Shooter Pack project.

  • We need to locate the folder with the model that we want to replace, in this case the folder is Art > Weapons > ARs since we modified the AR_02 model.

  • Right click on the skeletal mesh file (in this case AR_02), then choose Reimport With New File from the list.

  • Locate the modified weapon fbx file that we exported from Blender earlier, and import it.

  • We can now see our modified changes appear on the weapon model in the project, since we replaced the old model this means that we can test it right away by playing a map with the AR_02.

  • Our modified changes will now appear in the game, as in the image below!

Always make a backup of your project before modifying or permanently replacing any of the default files!


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