Blender to UE4 Amature/bone rotation & scale problem

UE 4.10.1

I just encountered this problem where I rigged my model. Every bone is working in blender.

Here though, in UE4’s skeletal mesh previewer, I try to rotate the bone to do some testing. I rotated like 160 degree already, but the bone barely rotated like 5 degree.

This phenomenon also appears with the scale transform, but there is no need for another screenshot.

However, move transform works perfectly, as you can see below:

Did anyone encountered this weird problem lately? Very weird problem.

Did you check to see if the bone roll axis is oriented correctly in blender?

Hey ,

I haven’t run into this in some of the Blender testing we’ve done. Can you show me your export and import settings?

I’d also like to grab a copy of your FBX (and maybe the asset up in a blank UE4 project), if that’s ok. You can upload to a file sharing service and PM me the link on the forums.

-.

@anonymous_user_3dacb114

The rolls are different for most of the bones, how do I check if the bone is oriented correctly? I mean, visually I can’t find any problem in blender.

Hi, .

I’ve sent you a PM through UE4 forum. It should contain a google drive link to all the files zipped which is related to this problem. I checked with my blender, I am actually using the default FBX exporter addon, so my guess about it been the exporter’s problem is invalid.

I hope to find out where it went wrong. It’s my first time doing rigging, also first time exporting it to UE4, but I’m confident I did most of the things right.

My blender version is 2.76b.

I had this problem with the default scene settings. After changing the scene units to meters and 0.01 scale (and resizing everything) things are now working perfectly.

71627-scenesettings.png

Ok I am glad it works now. In the bone properties panel you can select to see the direction the axis on the bones. With the bone selected you can hit alt-n to get the option to recalculate the axis. Always make sure all bones are aligned to the same roll or sometimes you get unnatural movements. It’s more of a problem for multiple bone chains like in a humanoid arm or fingers.

, did this work for you? I’m marking this as resolved unless you comment back saying it didn’t.

My fault. I did not properly re-scale my model and armature in relation to the scene scale of 0.01. Now it works perfectly with everything properly scaled. Sorry for the trouble.

Are you sure you have applied the transforms in blender? Scene scale should be 0.01, armature scale should be 1.000 and the mesh scale should also be 1.000. The z dimensions of your mesh should say 2m or something in that ballpark. No scaling in the fbx export settings. This should fix the issue assuming you’re using the latest blender version (2.76b at this time).

It works now, thanks for the details. It’s much appreciated.

I accidentally deleted the comment because i accidently converted it to answer. lol

I tried yours first but I didn’t set up the scales for my models and armatures properly for the scene scale of 0.01, thus the first try didn’t work. Now I tried it again with proper scaling, it all works fine now. Thanks for the help.

I previously heard some of my co-league saying the default blender unit scale with 1.0 works fine. and I didn’t realize he probably meant for static mesh.

You can click axes in the display section of the armature panel.