Game artist's guide to rigging vehicles in Blender 2.8 for the Unreal Engine
This course will guide you through the rigging and weighting process as well as explain the export settings from Blender, once inside the Unreal Engine we dive head first into our physics asset and animation blueprint. Adding keyboard and game-pad support, we will make our vehicle drive-able and add some digital and analog gauges to our HUD.
Click here to start the series.
Videos in this playlist

This video covers the overall bone orientation in Blender and Unreal and the theory we will need to rig any vehicle in Blender for the Unreal Engine. For this series we use Blender 2.8 and the Unreal Engine 4.22

Using Blender 2.8 we look at doing the necessary prep work to get our model ready for rigging.

Using Blender 2.8 we look at creating the required bones for a vehicle in Unreal.

Using Blender 2.8 we look at adding the secondary bones like the steering rods, pedals, and steering wheel.

Using Blender 2.8 we look at parenting the armature to the mesh and assigning basic vertex groups.

Using Blender 2.8 we look at the export settings for our FBX, and why we choose these settings.

Creating our Unreal project and importing our assets into the Unreal Engine.

In the Unreal Engine we look at the setup of our physics asset for our Kart.

In the Unreal Engine we look at creating the necessary blueprints to start setting up our Kart.

In the Unreal Engine we look at setting up our kart to move using the game pad or a keyboard.

In the Unreal Engine we look at setting up the animation blueprint to handle our wheels.

In the Unreal Engine we look at setting up the steering in our animation blueprint.

In the Unreal Engine we look at setting up the steering in our animation blueprint.

In the Unreal Engine we look at the continuation of our brake pedal and brakes setup.

In this video we jump back into Blender 2.8 and take a look at our kart model, selecting and fixing the issue, we export again and in the Unreal Engine we look at replacing the kart using our current skeleton for our animation blueprint.

In the Unreal Engine we look at some useful settings to help with frame stutter and disabling motion blur.

In the Unreal Engine we look at importing our image assets and set the settings for our images to display properly in our UI as well as setting up our materials to look and animate correctly.

In the Unreal Engine we look at creating our speed-o-meter widget and adding our speed-o-meter assets to the widget.

In the Unreal Engine we look at creating our tachometer widget and adding our tachometer assets to the widget.

In the Unreal Engine we look at setting up our main UI and adding our speed-o-meter and our tachometer to it.

In the Unreal Engine we look at setting our speed-o-meter to more accurately display our speed based on the MPH conversion we set up earlier. The same theory would apply to Km h, with of course some tweaks.

In the Unreal Engine we look at setting up the tachometer to display the correct gear that we are in.

In the Unreal Engine we look at continuing on with our tachometer we set up the RPM needle to more accurately display our rpm's from our vehicle movement component.

In the Unreal Engine we look at continuing on with our tachometer we set up the RPM needle to more accurately display our rpm's from our vehicle movement component.

In the Unreal Engine we look at continuing on with our tachometer we set up the RPM needle to more accurately display our rpm's from our vehicle movement component.

In the Unreal Engine we look at continuing on with our tachometer we set up the RPM needle to more accurately display our rpm's from our vehicle movement component.
