Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Imported FBX animation with lip sync in Unreal not matching 3rd party Playblasts.

Hi Everybody,

I have an issue with animation with lip sync not lining up. Basically I am importing my animation from Maya into Unreal. Then I have tried taking off the compression and rendering it out via Matinee and Sequence. The issue is when viewing the animation in After Effects alongside the original play blast from Maya its not lining up. Its basically fluctuating a few frames ahead and before the original animation from the play blast. Its almost like its struggling on the faster movements.

I have tried exporting the FBX as 2014 & 2016, I have turned off the physics shader. I have exported the animation as 30fps and 25 then matched it with matinee and sequencer.

My animation knowledge is limited and could really do with some help.

Thanks Guys.

Product Version: UE 4.11
more ▼

asked Apr 28 '16 at 08:41 AM in Rendering

avatar image

3 1 4 6

avatar image Shaddenfreude STAFF May 05 '16 at 08:42 PM

Heya IronClad,

So some things that pop in my head, without seeing the source files yet, are:

  • Curves being changed on export (Potentially in the FBX Exporter Bake Animation and Resample All are on?)

  • FPS differences between the source file and Unreal causing oddities to occur. Normally we see people animate at 30 or 60 and these translate easily to each other. But at 24/25, it could be an issue where the curve at 30 is in an odd location.

I'm testing a few things and will let you know what I find.


  • Curves at 24fps are being shifted poorly when exporting/importing at 30fps? no issue

  • Have you tried re-sampling the source to 30 or 60 then Edit > Keys > Bake Simulation? definitely changes the animation, major beats hit, but movement ends up exaggerated

avatar image Sirkim2 May 08 '16 at 08:27 AM

yes that is most definitely a frame rate issue

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question