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There is also a tool called Animatoon which is cross-platform (windows, linux, mac, ios) and supports voxel character creation and animation with export to gltf (which can be imported to unreal / blender). Docs
Characters (are Skeletal Mesh / need armature / rigging):
This is the blender rigging tutorial which I followed to allow our magicavoxel meshes to target the UE skeletal mesh - but we're not using this, as we're using the skeletal meshes generated from mixamo
export obj (obj+mtl+png) -> zip them into a single file -> upload to mixamo -> place markers -> search t-pose -> download t-pose (fbx) (skinned)
import the fbx into UE
make sure to check that it's a skeletal mesh
If you have animations targeting another skeletal mesh, you can retarget them to this skeletal mesh (another discussion)
for rigging, if you want to use Blender, we have AutoRig Pro for blender, which allows you to automagically rig your mesh and target (for example) the UE4 mannequin skeleton (video example here, and here)
You can also rig voxel models in blender following this tutorial - does not deal with UE so IDK if it works...
export obj (obj+mtl+png) -> in UE, right click in content drawer and select import, navigate to the obj file and select it. You may need to scale / rotate / translate it, which can be done in the mesh viewer in unreal and in the details panel you'll see:
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Make sure the scale and orientation of the models is correct.
Note: currently the main animations / rigs we use come from mixamo, but i have information below on how to target UE skeletal mesh as well.
Background info on skeletal meshes / rigs in UE: https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/Skeleton/
There is also a tool called Animatoon which is cross-platform (windows, linux, mac, ios) and supports voxel character creation and animation with export to gltf (which can be imported to unreal / blender). Docs
Good tutorial (part of a 3 part series) for rigging a magicavoxel character in blender and animating it
Related videos:
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