[Closed] Why does my imported SkeletalMesh from Blender have incorrect animations?
I am trying to make a custom character using (for now) the animations from the samples. Right now I just tried to import the sample character (HeroTPP) and export it back to Unreal.
Thing is, the FBX export in Blender seems to rotate every bone in the animation. The default pose is fine, the character is imported OK and shown like it should, but animations look like this -this is the "Idle" anim, retargeted) :
Any idea how to fix this ?
By the way this only happens because I am trying to use the sample anims. A new, custom anim made with Blender will be just fine. There is just a conflict between the exported HeroTPP model and its anims when I reimport it.
The question has been closed Apr 28 '15 at 07:43 AM by StrangerGwenn for the following reason:
The question is answered, right answer was accepted
We're adding TTP for this issue and will investigate this. Thank you for the report.
answered Apr 24 '14 at 10:18 PM
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