[Blender] Impossible to get animated rig "working" inside UE4 [SOLVED]
[SOLVED] Will post a video tut when i have time about how. Main problem was not having ref 0 enabled.
This is exporting from blender -> fbx -> into UE4 I'm having trouble getting any kind of simple rig on a simple model to work proper in UE4. Ive checked many things, my bone scales are 1,1,1. I have applied the scales on everything My animation is simple and starting from 0 to 30 frames. But once i try to import it i get the following bugs.
(Btw i do not get any errors from UE4. The import just goes wrong as follows:)
It looks as if my UE4 is thinking that my model is bigger then it really is. Its hard to find it in the 3d model viewer inside UE4 because i need to zoom in all the way because again. Its counting allot of empty space as my model. Which its not.
Then when i put the model inside my game. It lays on its back and is tiny. But when i have it play an animation. It suddenly grows into a huge model. that "does" play the animation.. Ive been messing with this for.. like from 9 till 8.. and i'm getting a bit fed up now to be honest :P
I really don't wanna go back to Unity just because i cant import any models.
This is the process I take to make sure my rigs work correctly: 1. Set your scenes units to metric with scale of 1 2. Import your model into blender (unless you already have one made in blender) 3. Add 1 bone enter edit mode 4. Scale and rotate bones to the correct size while in edit mode if you have the wrong scale or rotation on your bones in edit mode they will reflect that in ue4 but not blender(this step can make or break a proper bind to your mesh) 5. Once you have your rig to the correct size and rotation within edit mode, it's then time to bind your rig to your mesh, next enter object mode, and select your mesh and rig and hit ctrl+p bind with automatic weights 6. Fine tune with weight painting where necessary 7. Select your rig go into pose and select each bone, enter object mode and select the rig and mesh 8. Export fbx with following settings: only settings that need to be changed from the default are Z up and the forward axis should match which direction your rig and mesh are facing, check "selected objects", highlight mesh and armature set scale to 1 9. Hit export 10. Go into your project's content browser make a new folder that represents your animations 11. Click import and and select your fbx 12. I don't change any of the default settings when importing (I don't use toa ref pose) hit import all 13. Cheers you now should have a working skeletal mesh or rig or both
Hope this helps :)
answered Mar 01 '15 at 07:23 PM
Hi Adam, thank you so much for your attention and help :) I got it fixed ultimately. And am now working on getting animations imported :) Did a few animations already for testing purposes and fun. As you can see i put [Solved] on my title here :)
heres a shot of me celebrating my workign import XD :P
answered Dec 19 '14 at 08:17 AM
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