This example shows you how to create a vehicle mesh that is compatible with the project in the UAV Toolbox Interface for Unreal Engine® Projects support package. You can specify the mesh in the Simulation 3D UAV Vehicle block to visualize the vehicle in the Unreal® Editor when you run a simulation.
Before you start, install the UAV Toolbox Interface for Unreal Engine Projects support package. See Install Support Package for Customizing Scenes.
To create a compatible custom vehicle mesh, follow these workflow steps.
In a 3D creation environment, set up the vehicle mesh bone hierarchy and specify part names.
Optionally, assign materials to the vehicle parts.
|Export Mesh and Armature|
Export the vehicle mesh and armature in the
|Import Mesh to Unreal Editor|
Import the vehicle mesh into the Unreal Editor.
|Set Block Parameters|
Set up the Simulation 3D UAV Vehicle block parameters.
To create the mesh, this example uses the 3D creation software Blender® Version 2.80.
Import a vehicle mesh into a 3D modeling tool, such as Blender.
To ensure that this mesh is compatible with the animation components in the UAV Toolbox Interface for Unreal Engine Projects support package, use this naming convention for the vehicle parts in the mesh.
UAV rotor blade
Camera pivot point
Set the UAV body object,
UAV_Body, as the parent of the
other UAV objects.
UAV_Motor objects as
the parent of the corresponding
UAV_CameraArm object as the parent of the
You can optionally assign material slots to the vehicle parts. In this example, the mesh uses one material for the body, one for the six motors, and one for the six rotors.
Create and assign material slots to the vehicle chassis. Confirm that the
first vehicle slot corresponds to the
UAV_Body object. For
example, this image shows the hierarchy in Blender.
Create and assign material slots to the motors.
Create and assign material slots to the rotors.
Export the mesh and armature in the .
fbx file format. For example,
On the Object Types pane, select Armature and Mesh.
On the Transform pane, set:
Apply Scalings to
Select Apply Unit.
On the Geometry pane:
Set Smoothing to
Select Apply Modifiers
On the Armature pane, set:
Primary Bone Axis to
Secondary Bone Axis to
Select Export FBX.
Open the Unreal Engine
AutoVrtlEnv.uproject project in the Unreal Editor.
In the editor, import the FBX® file as a skeletal mesh. Assign the
UAV_Skeleton asset to the
In your Simulink® model, set these Simulation 3D UAV Vehicle block parameters:
Path to the path in the Unreal Engine project that contains the imported mesh.