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How does one import a tree as a skeleton mesh in UE4?

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  • How does one import a tree as a skeleton mesh in UE4?


    The purpose is to implement destructible trees. We are looking to implement a harvester application where we want to be able to cut down and process trees (cut off branches, cut to length etc).
    That’s why we are looking at importing the trees with skeletons, since we want to be able to bend the tree, etc.
    We also are interested in swapping out static meshes for these skeleton meshes during runtime (for performance reasons), so we’d like them to look as close to each other as possible.

    We have attempted to export a FBX file from the Speedtree Modeler (8.5.0) (using: export to game. (To a .fbx file). ).
    This is then imported into UE 4.25.4. It is heavily distorted. The leaf material is made opaque and not masked.
    We can make it sort of work, but it requires a lot of extra steps and precise settings.
    Is there something we are missing?

    The Work-around:

    First we export the tree from Speedtree Modeler as a mesh file (fbx).

    We then import the mesh file in Unreal Editor as a skeleton mesh.

    The imported materials are not rendered correctly. If you instead use the materials from the .st-import, it looks much better. See below how we do that.

    To get good looking materials, we use the Speedtree Modeler to export to game. (To a .st file).

    We then import the .st in the Unreal Editor (it becomes a static mesh). Looks good.

    The materials created during this import works with the skeleton mesh and looks better.

    Last edited by PhilipOryx; 05-28-2021, 10:21 AM.

  • #2
    Thank your guide.