• Tutorials
  • Blockbench Importing with Community Plugin

Updated the beta version of the export plugin. Fixed a bug with mesh rotations. Added support for rotation of bones (groups) in edit mode.

    skumleren I'm not a wizard, but it would be nice to have that optimization 🙂 Alas, of the available optimizations that can pull this is only Nanite in UE5, and that only with a 4090 graphics card 🙂

    mail.wi many many thanks, will do a little tester tomorrow and it'll probably be fixed ^^

    skumleren I tested it last week and yes you can chain, I did it first with default voxel objects and then I attached to an object a blockbench mesh with the same animation names and it chained through that!! So thank you for the advice :-)

    8 days later

    Well, I was kind enough to let you rest over a full week since last bumping the threat!
    I'm guessing there is a bug happening, if you animate something in local space and not in global/parent.

      skumleren Thanks for the info! So far I have not been able to reproduce a similar error trying to use different spaces. It seems like space shouldn't affect it, weird.

      a month later
      15 days later

      I seem to be having some trouble with the conversion, when I convert the model over to RPGIAB any mesh that I've rotated doesn't keep it's rotation (Image examples) is this a common issue or am I doing something wrong?


        Nex Figured it out, accidentally had the new bone under the old bone

        10 days later

        mail.wi Hi! I'm trying to create a character with blockbench, but can we only do objects? Or is there a way to convert it to a character