Blender fbx export contains garbage animations
When I export the animation as fbx for UE4 there are lot of garbage animations some of which are 2 frames long and others are same length as the required animation.
Once I made a walk cycle (~15-20 bones) of 180 frames with 30 fps and the exported fbx was 40MB!!! Lot of it was garbage animations in which the mesh was just twisted and deformed like hell, but my correct animation was somewhere among them.
In short when I import the fbx there are like 20 other animations imported along with the animation i want and I have to delete the others
So can anybody tell me how to avoid it? or how to manage and export multiple animations as fbx?
what i do is make the animation using keyframing , ik and directly select the armature and mesh and export is using FBX with selected objects , baked animation ,all actions ,NLA strips checked in export.
Please guide me
asked Feb 15 '15 at 07:42 AM in Using UE4
If you have auto keying on in blender, any time you move an object in the scene (like a light or a camera) it will create a new action. When you export animations from blender you're likely keeping the "all actions" button ticked, which will export the animations for your lights and things alongside your skeletal animations, and try and apply it somehow to your mesh (hence why it looks extremely deformed). If you're only trying to export one animation, just uncheck the all actions button in the exporter. If you want to get rid of the extra actions shift-click on the X button in the action editor when you have the garbage animation selected in blender.
answered Feb 15 '15 at 09:32 AM
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