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How to prevent inverted bone on import from blender

I'm getting a weird issue with a single bone on my animations when I import from Blender. One of the bones is being inverted, which is causing the tail to poke through the body. The still model looks fine and the other animation doesn't have this issue. It's only a problem on one aniamtion. I'm a noob and have no clue what the issue might be, but I'm inclined to think that I am just doing something wrong. Anybody know what the solution to this problem might be? Images and warnings I get on import are below.

alt text


Warnings On Import

Warning Warning: No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing. Warning Mesh 'Sphere' has no UV set. Creating a default set.

Product Version: UE 4.10
inverted_bone.jpg (103.6 kB)
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asked Feb 22 '16 at 07:52 AM in Everything Else

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avatar image dogyear Feb 22 '16 at 08:08 AM

Man... I literally spend all day on this issue and I finally decide to post a question only to figure out the fix moments after doing so. It turns out that the bone that was being inverted had a -180 roll on it. I just set it's roll to 0 and re-imported the mesh and the animation is working just fine TT_TT

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The smoothing is a common problem because blenders default smoothing option is normals but you want faces because unreal doesn't care about normals. So when exporting depending on which version of blender you are using. Old blender under scale is smoothing option, it'll sany normals, change to faces.

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answered Feb 22 '16 at 09:58 PM

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