Blender Next 4.0 (R1) for Unreal Engine 5 - Now Available!
Hello everyone. New stable build of Blender Next now available. What is new?
1) Blender Next core updated to stable 4.0 release. Since Blender 4.0 is finally released, I updated my Blender build too to multithreaded core.
2) Better viewport perfomance. Lags are finally gone. Yay. I compiled my Blender build with support of Boost and Intel TBB C++ libraries for best possible viewport perfomance via multithreading. I disabled Cycles and outdated exporters because it impacts multithreading perfomance via C++ Macro overlaying.
3) Baked FBX 3D animations from Unreal Engine 5 can be tweaked in Edit Mode.
It just works, but I don't reccomend to do it, because your bind pose for 3D animation will be overwritten. I think NLA animation editor is best solution.
4) (Hotfix) Spline IK supports stretching on positive X axis. Bone stretching can be exported to FBX format with Epic Skeleton. Your bones should be oriented to +X axis. Please take a look to this example file:
blend
SplineIK.blend3.88 Mb
5) Left clicking in Joint and Sphere viewport display mode for bones selects entire bone. Click and drag selects only bone head - to select full bone use Select > Linked command. Pretty useful if you create extra bones from nothing or current skeleton. This also helps to avoid miss clicking.
6) Skining system and skin painting tools reverted to standart. It's much more stable i think. It still uses only bone head for Automatic Weights.
7) Bind poses and Rest poses now solid stable. Rest poses doesn't break anymore Spline IK. I fixed a lot of bone stability bugs via rewriting armature core.
8) (Hotfix) Better stability for bone roll in various orientations.
Update is free and now available here. Thank you guys so much for supporting Blender Next developemnt. I hope you will like the new build. Enjoy ^_^ : https://boosty.to/luffythefox/posts/6a5cddfb-a45c-4423-ae08-7876fc13e3c7?share=post_link
blender next
unreal engine 5
fbx
splineik
epic skeleton
armature
axis
unreal ik