Import scale and rotation 4.6 doesn't work

Been trying to test the new format but it is current broken. Import setting on scale and rotation doesn’t reflect the physic assets and animation sets.

For example rotation apply on the skeleton model but doesn’t apply animation rotation. When roll is 180. It face other direction.

Another example when scale the model if the model is small and scale to something to 92 unit it doesn’t reflect the physic assets as it import as it. Just a guess it read the raw setting and not the import setting.

It should have done more testing import setting as seen as bug to me. Since I using blender to model.

Hi ,

Please compare your settings to the ones posted on this AnswerHub post:

Also, be sure to set the blender scale to uu instead of the standard blender scale.

Let me know if this information does not resolve your issue,

Thanks

Hi ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Just the UE4 editor import setting are not reflect on rotation and scale when animation sets are not reflected as well physic assets. Just it import “As Is” raw import setting of the UE4.

Hi ,

Can you please provide the original blender file for us to troubleshoot the conflict with the engine?

Thanks

It highlight in the box. It only work for the skeleton mesh only. It seem it doesn’t apply for physic assets and animation sets. So it doesn’t apply or reflect the changes of the size or rotation.

Try exporting with “Z-up” as shown. (If this doesn’t fix it, you can send us your original blender file -in a file- to look at.)

Thanks.

The blender export setting are fine but the unreal editor import setting are not working as intended. Just the transform setting doesn’t reflect the other animation sets and physic assets when trying to apply it to them.

Any way I did some testing some part as I did redo standard build to make it default setting. As well the rotation in blender is different in unreal rotation that I wanted to correct as effect how blender work differently.

Hi ,

I am the primary blender user for our team but, unfortunately I don’t have much experience with animation. Would you mind sending me a sample blender file that is exhibiting the problems you are describing along with what steps you are taking when importing the model to the engine? I would be more than happy to test it on my end and see what may be occurring. Note: If this doesn’t require animation and just a skeletal mesh please let me know, I have several laying around I can try importing.

Here my blender file.
https://app.box.com/s/ogf71h9y4dn4pd3c5q45zxqeln41jjv6

Trying to tell you guys that you need to work fixing a bug in the import settings. I point the image that their direction. The one in the animation set bottom left is not face the right way sit I set it default direction. The other one is the scale in the physic assets are ignore.

Hi ,

Which version of blender are you currently using? Additionally which exporter are you using? We’ve had several users report errors while using 2.73 (blender) and the 7.4 exporter, but did not receive the same errors while using 2.7 blender or the 6.1 exporter. You can find a bit of additional information here:
https://.unrealengine.com/showthread.php?57983-Twisted-bones-when-playing-animation-Blender-to-UE4&highlight=blender

I see. I used blender version 2.73 just updated. I was using the fbx 6.0 export since the animation is not breaking. I did try 7.4 bin. It not working correct way. I am getting the bones errors

The mark in pink box are face direction. 7.4 still broken for export it.

That is expected, 7.4 is the one that people were reporting severe errors with. Try rolling back 2.73 to 2.7 for blender and try using that for exporting, does this still cause the same error?

It doesn’t have those options like ascii or bin. For 2.70

Hi ,

I installed blender 2.73 and did see what you are talking about with the bone rotation going wrong, however I believe it may be a bug in blender’s export system. When we exported to an FBX and opened the FBX in Maya with X Forward and Z Up, the bones seem to be facing the -X Forward instead of the X Forward. After adjusting the the -X Forward and exporting to the engine, I still received a bone rotation warning but all of the bones seemed to come in as expected. If you could, try exporting with -X Forward, and Z Up and see if the .fbx imports as expected (character facing backwards with bones correctly aligned to mesh).

I get the same result for 7.4 bin. It didn’t change. I left out the bones to make sure the skeleton mesh face in the right direction.

Hi ,

I tested a few different import options and then, out of curiousity, re-imported the file into both Maya and Max. In both cases the model came in facing down the wrong direction. After watching the twitch stream with Kevin Vassey I realized I was making it face down the wrong axis as well (should be -Y forward, Z up). Upon importing to each of the programs the character faced down the X axis and upside down, as can be seen in the image below:

29682-maximport.png

Blender 2.73 is still in beta and this seems to be a bug within that beta build. It is not recommended to use beta builds for actual development. Roll back to 2.72 or 2.70, as users have not reported the same import/export errors with these blender versions.

I see. That might help a lot. Just the import unreal can break files that can’t be link right.