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Blender Auto Bone Orientation problem

So I imported my UE4 based skeletal mesh to Blender in order to make some animations. I saw somewhere here that I should check Auto bone orientation when importing the .fbx file. The auto orient works fine inside Blender, but when I export the animation to UE4, it becomes all messed up.

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Everything works fine without the Auto orient bones option, except the armature looks ugly in Blender and makes it kind of hard to animate there.

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Any help please?

Product Version: UE 4.11
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asked Jun 18 '16 at 06:26 AM in Everything Else

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avatar image ScottSpadea Jun 18 '16 at 09:34 AM

it might be easier to create your own rig in blender, then use animation retargeting to copy animations from the old skeleton. i still haven't seen anyone get that ue4 mannequin properly imported into blender in a usable way.

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You need to get the export settings right to export Blender skeletons/animations to UE4, auto bone rotate is not required for this. Here are the settings that work for me, Primary and Secondary bone axis are the most important ones.

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I also import and export the new mannequin mesh and animations for it without problems.

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answered Jun 18 '16 at 10:23 AM

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