Why are my Blender model's bones incorrectly rendered on "Animation"?
I created very simple model in Blender (2.70). Added several bones and 10 frames of animation.
In blender it looks like this:
After exporting to FBX and importing it to U4 I got strange results on render. It seems that my bones are not translated properly. Animation has either rotation and location properly set (at least I hope so):
It renders properly only when I set "Translation retargeting" to "Skeleton" instead of "Animation":
Can somebody tell me, why my bones are incorrectly rendered on "Animation"? Should I export the model in a special way? Should I take something important into consideration?
Any hint is much appreciated.
Hi SirMike! I took a look at that .fbx you supplied this morning, and I think the problem you are seeing is caused by your root bone (named Armature) having a scale of 16 on it. On import, you should've seen a warning in the log window about 'non-identity scale'. Basically, you want all of the bones in your skeleton to have a scale of 1, 1, 1. If you want to make your mesh bigger in-game, you can still achieve that by changing the scale of your Mesh component in UE4.
Just to be sure, I imported the .fbx into maya, set the scale to 1 and re-exported. It imported and animated properly without having to adjust any Translation Retargeting settings.
Hope that helps!
answered Apr 02 '14 at 01:26 PM
Ray Arnett STAFF
The more I use Blender together with U4, more I am convinced that Blender is not suitable for professional game development :( That's a pity, I like its interface and workflow very much.
answered Apr 02 '14 at 05:44 AM
I have been dealing with the issue for a while now as well. It seems that the problem stems from the older version of FBX SDK that Blender is using, as I have the same issue with some models that are saved in FBX 2011 format. Tried fixing the issue in Maya and 3DSMax without success so far, I can see that the problem is with incorrect bones export...
answered Apr 01 '14 at 11:55 PM
Try not to mind the sound too much, but this video will run you through updating blender's fbx export script to the latest version:
Also. Remember, as Ray Arnett pointed out, set your bone scaling. Ctrl+A, just to make sure everything's fine and dandy before exporting.
answered Apr 02 '14 at 01:31 PM
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