Blender animation becomes small
Hi, Every time I import an fbxlink text skeleton mesh with an animation I get a good looking mesh with correct dimentions, but when I start the animation the objects becomes tiny (100 times smaller) but with the correct animation attached an easy example of the fbx what am I doing wrong in Blender or UE4?? Thanks
asked Jan 30 '15 at 07:24 PM in Using UE4
Yes, I'm using the latest version (2.73). I'm using features that appeared on 2.72 and I'm waiting for the final version of the custom normal editing (2.74, maybe?). So downgrading is not an option.
I have found workarounds for all my error situations. Although the workflow is not smooth (and sometimes forget to do the things in the special way that avoids the failure, making me to repeat the operation), now at least there is a way.
I will wait to see if future improvements/bug fixes in the exporter (blender) or the importer (Unreal) make this process easier. If I found a stopper situation in the future I will let you know. And if the current problems persist in the future... I will try to help looking at the exporter(blender)/importer(unreal) code.
Good luck with the bug hunting!
Name your armature something besides "armature" and animations will come in same-scale in UE4.
This issue is very old but posting anyway in case anyone new has this problem and wonders why.
answered Nov 21 '17 at 09:47 PM
Verify if you are using the metric system, i had the same problem and changing from metric system to None solved it.
answered Feb 28 '15 at 04:47 AM
Ok. first post here. hope to be glorious :)
So. my workaround was:
change grid size in blender to 100 ( hotkey N -> display -> gridfloor -> scale)
the exported the mesh and armature without any sort of animation
and imported in UE4 as a skeletal mesh, but without the "import animation" selected
Now, back to blender and create your animation. When exporting just use the same method but deselect the mesh and export only the armature
finally, go to ue4 and import the animation and select the armature from the first export
answered May 05 '15 at 02:43 PM
The only workaround I've had for this issue is to recreate my armature once the scale of my mesh is correct for UE4. If I an existing armature, this scale issue appears when animation is selected in UE4 (even if I apply transforms after scaling).
answered May 29 '15 at 03:17 PM
I'm aware this is an age old question but as far as I can tell it's still an issue so...
If I leave scales on 1, the model looks fine until I animate it. After that the usual issues appear.
The solution I use:
FBX export Scale to 0.01 in Blender.
Scale skeletal mesh (or skeletal mesh component) to 100 in UE.
Not on import but directly on the skeletal mesh component - this scaling affects animations too. For some reason import scaling didn't go well for me (didn't do a thing) but it might have been my luck.
Unanimated, animated, works so far. And is very simple to do so. (Formatting is still weird here - double enter for a simple line break...)
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