How to fix imported bone transform is different from original ?
I use blender 2.72 and when i export my character in UE 4 all is fine but with animation i get this error and some bones are not where they should be. I dont know what to do. I was searching the internet in last 2 days and i did not fixed it. Please help!
asked Jul 24 '15 at 08:16 AM in Everything Else
If it is a transform problem then push "N" in blender to bring up your transform menu. There you can see Location/Rotation/Scale and Dimension. Note that if your scale is not 1 on the XYZ axis you will get a transform error. Same goes for rotation which I try to keep 0. If it is different select both your Skeleton and your mesh push CTRL+A and select APPLY- ROTATION&SCALE.
Sometimes your mesh scale is 1.2 and your skeleton is 1(just an example) then you get an error. Are you using a custom character with your own animation or are you trying to modify unreal animations/character?
Plus update to Blender 2.75a they have improved FBX exporting tremendously.
answered Jul 25 '15 at 11:07 AM
This is what saved me!
I had to export from blender in ASCII version of fbx.
answered Jan 21 '18 at 08:09 AM
That is the worst you could do. File should be in binary, otherwise you going to have a lot of problems in the future.
answered Feb 18 '18 at 09:23 PM
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