G—P / FMX 320 / Blender / Day 01

Day 01 · Foundation

Getting your bearings, and the export contract 45 min

Two things today, and neither is modeling. First, enough of the interface that Blender stops fighting you. Second — and this is the one that matters all term — the agreement that decides whether anything you make arrives in Unreal at the right size and the right way up.

Start A new .blend, plus an empty Unreal project to import into. No earlier file is reopened Time 45 minutes · 15 reading, 30 at the keyboard Need Blender 5.2 LTS and Unreal Engine 5.8, both installed and opening — and Day 0 if you have never used Blender Serves Week 1 orientation (Aug 31 · Sep 2) · Week 3, the export contract (Sep 14 · Sep 16)
By the end of this session you can

Orientation · 15 min The keys that actually matter

Blender has hundreds of shortcuts and you need about six. Learn these properly now and you will spend the term making things rather than hunting through menus.

KeyWhat it doesWhen it saves you
TabSwitches between Object mode and Edit modeCheck this first when something won't work. Most "why can't I select that" moments are the wrong mode
G / R / SGrab, rotate, scaleConstantly. Press, then move the mouse, then click to confirm
then X Y ZConstrains that action to one axisWhenever you want to move something in a straight line rather than approximately
NOpens the sidebar with exact numbersAny time "about right" is not good enough — which is most of this course
Shift+CResets the 3D cursor to the originWhen new objects start appearing in strange places
Numpad .Frames the selected objectWhen your model vanishes. Select it in the outliner first, then this

Nothing else needs memorising today. Everything you cannot remember is in a menu, and looking it up twice is how it sticks.

Brief · 5 min One number to memorise

Blender measures the world in meters. Unreal measures it in centimeters. One Blender meter must arrive as 100 Unreal units.

That sentence explains most of the "why is my model enormous" problems you will have this term, and it is worth being able to say without looking it up.

Why "just fix it in the import settings" is the wrong habit

Every exporter has a scale field and every tutorial sets it to a slightly different number, because the defaults have drifted across versions of both programs. Memorise a magic checkbox and you will be confidently wrong at some point.

Memorise the check instead. Import the thing and measure it. Two readings tell you almost everything: 100× off is a unit problem, and lying on its face is the forward/up axis pair or an unapplied rotation.

Build · 25 min The two-meter cube

A deliberately trivial object, because the point is not the object. The point is that you have personally watched the number arrive correctly, once, so every later failure is measured against something you trust.

  1. Make a cube and set it to exactly 2 m

    Add → Mesh → Cube, then N and type the dimensions in. Exactly two meters — not dragged to roughly the right size. You are building a measuring stick, and a measuring stick you eyeballed is not one.

    The default cube after typing 2 m into each Dimensions field: Scale 1.000, Dimensions 2 m. This is the state to export from.
  2. Look at the Scale field before touching anything else

    If you sized it by scaling in Object mode, Scale reads something like 2.0, 2.0, 2.0 while Dimensions read 2 m. Those are two different claims about the same object, and that gap is where the trouble lives.

    Before apply. The cube was doubled with S 2: 1 Scale reads 2.000 while 2 Dimensions read 4 m. Two claims about one object.
    After Ctrl+A → All Transforms. 1 Scale is back to 1.000; 2 Dimensions are still 4 m. Nothing moved — the size now lives in the geometry.
  3. Apply transforms: Ctrl+A → All Transforms

    Scale snaps back to 1, 1, 1 and the cube does not change size. That is correct, and slightly unsettling the first time. You have not resized anything — you have told Blender to stop storing the size as a multiplier and store it in the geometry itself.

    Ctrl+A over the viewport, Object mode. Choose All Transforms.
  4. Export FBX, import to Unreal, and measure it there

    Leave the exporter defaults alone; you are testing the defaults. Drop the mesh into a level and read its size in the Details panel. It must read 200 units. Open the panel and read the number — do not accept "looks about right".

    File → Export → FBX. 1 Transform: Scale 1.00, Forward −Z, Up Y, Apply Unit ticked — leave these alone. 2 Include: tick Selected Objects when you only want the one thing. 3 Geometry, Armature and Animation panels, collapsed; Day 6 opens two of them.
  5. Sanity-check against something human

    Drag in the default mannequin and stand it beside your cube. It is roughly 180 cm, so your two-meter cube should be a shade taller. This is the check you will use for the rest of the course, because it takes two seconds and needs no panels.

Now break it on purpose

Back in Blender, scale the cube 2× in Object mode and do not apply. Re-export, re-import, measure again. Watch exactly what goes wrong.

Five minutes well spent: you have produced the failure deliberately, in calm conditions, with nothing at stake. In Week 8, when your rig arrives wrong at 11pm, you will recognize the symptom instead of starting from zero.

Why applying transforms matters

Unapplied scale is invisible until it bites, and then it breaks modifiers, breaks exports, and breaks rigs worst of all. An armature with unapplied scale animates perfectly in Blender and wrongly in Unreal, with nothing visibly wrong to point at.

Getting into the habit now costs nothing. Not having it costs an afternoon in Week 8.

Before you close this