Now that I am importing the FBX, I need to build the materials that the mug needs to get my character to look aesthetically correct. As you can see below, after I have uv mapped the mug so that the colours can be assigned correctly to each separate part. As I import the FBX file, it was just the mesh so I can assign the mesh the different animation attached to it.

For the clouds to wrap around the mug, I needed to learn how to import textured on the material set up. This included applying a node for the texture sample to be uploaded to act as the base colour. And using the variable of 0-1 to determine the roughness of the mug. In the real mug photograph, the mug has been glazed so in order to keep this aesthetic I wanted the material to have a shine to it. 0,15 seemed to look good enough for this.

Below, I have created all the materials and assigned them to each part of the mug. I am happy with the results and has gotten me excited to now add in the animation to give my main character life.

When importing my mug, I had to include the physics and the skeleton which was already done in Maya when rigging.

When I was trying to add the animation in, the mug was moving in the wrong axis. I spent a while trying to figure out why, and re importing several times to see why I wasn’t succeeding. Turn out that I had not correctly adjusted the capsule because unreal automatically in looks at the handle being the bottom of the character. All I needed to do was rotate and rescale the capsule so Unreal knew where the physics of the mesh should be.

Now I am using the Blend tool so that I can control the transition of the animations from slow hopping to rolling quickly.

In the event graph, I can control the conditions of of the blend tool so that the variable is the speed.



When I want to make my character jump, I need to set up a condition so that when my character is in the air then the character needs to be in the jump pose.

I need to add a camera to follow my main character. The red line indicated where the camera is and where it is pointing. The set up of this game is in the third person so needs to be facing the character at all time so that one can play the game.


Now I have successfully finished my main character in my game and included a blueprint which tells unreal when to my character will do what in the live game. I am very excited now that I am seeing some results after this process. I have watched a lot tutorials so I am pleased I have found certain youtuber’s who explain well and will continue to go back to their channel to find out more when learning new skills in Unreal Engine.