So here’s the problem : when I import a static mesh with skeletal and animations from blender I’m getting the static mesh + skeletal working correctly but when I use animation assets , the mesh becomes 100 times smaller …
I know there’s already posts about that but I’m looking for answers since 1 week and can’t find anything. I’ve watched tutorials, forums, on youtube, wiki, blender, epic etc … but nothing to help me.
I just want to know if someone has a solution to solve the animation scalling problem (in blender or in UE4) or if there’s a way to deal with it
I’m using Blender 2.73 and UE 4.6.1 and this is the first thing that stuck me in my project
So please help me I would appreciate any answer that put me on a way to solve this
As you can see when I start simulating the size of the mesh is reduced … and yeah that’s just a simple mesh to test everything I will need to make a playable character from blender and what I’ll need to do in UE4 to make it work properly
And sorry for my possibly bad english , I’m French … Thanks for future answers ^^
But to give you some idea this is the last I used (hope this is what you asked for)
And thank you for your time
EDIT : I’m trying everything I have in mind to change the size in blender for animations (copy of the original mesh on another layer, then scale it x 100, and export with “selected objects” option)
But when I assign animations to the skeletal mesh in UE4 it keeps scalling it 100 times smaller …
Maybe a bug into FBX export ?
I found a solution. Inside UE4, open your animation go to >import settings>transform… set the scaling to 100 > press the reimport animation button, now your animation should be normal size.