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Blender to Unreal FBX issues

I'm trying to skin the mannequin to the hero_tpp character in shooter game. When I export fbx from blender 2.76b using 7.4 binary I get this.

alt text

Can Anyone tell me why? Other than the neck piece which needs to be manually weight painted.

Product Version: UE 4.9
Tags:
fbx_messup.png (1.7 MB)
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asked Nov 09 '15 at 04:41 AM in Using UE4

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IINEWMANII
21 4 3

avatar image IINEWMANII Nov 09 '15 at 04:49 AM

I get that result once I apply an animation to the mesh.

avatar image IINEWMANII Nov 09 '15 at 03:17 PM

I would like to mention that I searched for the answer to this question for a week before asking it on here.

avatar image IINEWMANII Nov 10 '15 at 03:48 PM

Bump bump.

avatar image IINEWMANII Nov 12 '15 at 08:55 PM

Somebody. Anybody. What might cause this?

avatar image IINEWMANII Nov 14 '15 at 04:41 PM

HELP!!!!!!

avatar image IINEWMANII Nov 17 '15 at 11:36 AM

I have almost got it figured out. Just have issues with the roll bones and hands and fingers. alt text

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2 answers: sort voted first

Thi actually is a very lengthy topic to cover in a few paragraphs, but you may try searching for the twitch broadcast they did on this issue (blender to unreal in general), try searchingg for that on youtube. They use the mannequin model as well.

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answered Nov 10 '15 at 04:13 PM

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alperenakyuz
2k 62 24 111

avatar image IINEWMANII Nov 11 '15 at 08:31 PM

Thank you very much for your suggestion. I watched both of the Twitch streams related to blender and I was already doing everything they talk about in those videos. I am starting to think it is related to bone roll. I am looking into that to see what I might be able to do. I'm really kinda stumped though.

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I fixed the problem. The issue was that my ref pose was not close enough to the hero characters ref pose. I edited it somewhat in blender and now everything works fine.

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answered Nov 24 '15 at 12:12 AM

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IINEWMANII
21 4 3

avatar image nmm131 Nov 24 '15 at 02:29 AM

I am having a problem setting my blender model to a re-targeted mannequin pose. My model has some deformities and I tried setting advanced settings to skeleton or animation or scaled animation...with no results. My model is slightly bigger than the mannequin. Do you have any suggestions? alt text

65562-111.png (426.9 kB)
avatar image IINEWMANII Nov 24 '15 at 02:56 AM

I set all my bones to skeleton and then changed pelvis to animation scaled and left the rest at skeleton. Also make sure you are applying rotation, location, and scale before export. Also the rest pose needs to be in the same position as the skeleton you are copying from. Ik bones need to be set to animation I believe.

Note: In blender when you change the rest pose you have to add a new armature modifier then apply the old one in order to apply the new rest pose. Blender is ghetto.

avatar image nmm131 Nov 24 '15 at 03:30 AM

I'm having trouble finding rotation, location, and scale and getting it to work without flaws. You think you could give it a crack for me?

avatar image IINEWMANII Nov 24 '15 at 04:44 PM

In object mode press ctrl + a to bring up the menu to apply.

avatar image nmm131 Nov 26 '15 at 05:00 PM

I've got everything down, just my player's arms are moving through its pelvis. Any last suggestions?

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