[Solved] FBX imports from blender glitched up

I’m trying very basic stuff here.

I have made a running animation on a armature rigged soldier model. The animation plays all fine in blender , but glitches out a horrible mess after export to UE4 as FBX.

All IK bones (colored sticks) are orphans and have unchecked Deform option

I have tried this like 50 times in last 4 days with different animations, Some time some animations will work and some time they suddenly start to glitch if I make a change and some are just already glitched. However inside Blender They all work fine

Animation in blender

Aniation in UE4

Export settings for Mesh

Export settings for Animation

observed points:

1.The animation worked fine earlier when I exported it halfway in its making to test.

2.It looks like the action editor may be responsible as sometimes cleaning all keyframes and making a new animation from scratch fixes it but this is not feasible.

3.This mostly happens if I change any keyframe (like move a bone and replace the keyframe with that pose using I key)

([Attached .blend and texture file][1])

No one has a clue?

I have the very same problem. I tried to export from blender to 3dsm and animation works so it is not due to blender. I changed hundreds of settings both in import and export, but still can not figure out what does not work …

I’ve just found the solution, Its a bug in the blender’s new fbx exporter. To export it correctly you must use FBX 6.1 ASCII exporter and NOT FBX 7.4 Binary.

The following settings worked for me perfectly

alt text

Points to note:

1.I have selected FBX 6.1 ASCII as you can see just below the operator presets in the image
2.I have checked Selected Objects box which means that only armature and mesh must be selected for export (but I don’t think that’s necessary)
3.I have set scale to 100 because Blender and UE4 has a scale difference of 100.

That’s it. It works flawlessly.everytime!

As for the axis and orientation I just kept it default (-Z forward and Y up) and instead made sure that the actual mesh and armature is facing forwards in blender’s forward direction (-Y axis) and it exported with correct axis already. And you can choose Only deform bones as a way to remove IK target bones if you need to.

Cheers!

@Iohoilpotere Solved see the answer below

Love you <3