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Blender animations to unreal: Unreal engine completely ruins animations.

Hello, i have been animating in blender for a couple of days now on a 2D-3D Stick Figure. Animations and Rigging works completely fine in Blender, but when i export (FBX) my project into Unreal engine, it completely messes everything up. I have been looking this up since yesterday and haven't found anything, so i decided to post it. Is there anyway for Unreal not to mess with anything from blender? Thanks for reading.

Product Version: UE 4.10
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asked Oct 23 '16 at 07:01 PM in Bug Reports

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busterwackycrash
48 2 6 6

avatar image Adam Davis STAFF Oct 24 '16 at 06:42 PM

Hi busterwackycrash,

  • What export and import settings are you using when attempting to import your animations?

  • Are you attempting to use them on a specific model or are you using the unreal mannequin? If you are using the unreal mannequin, did you use the rig for it initially or have you re-targeted your animations to be compatible with the UE skeleton?

  • What steps can I take to reproduce this in a clean, blank project with no additional content?

  • What Blender version are you using?

  • I see you have posted the product version as 4.10, is this the version you are currently using? Have you tried a later version to see if the error still occurs?

avatar image busterwackycrash Oct 28 '16 at 01:12 AM

Hi, sorry for the late response. Have you checked the Image?

I don't touch my Export/Import settings really. I export using FBX.

I am doing this on a model i created on blender. Its a 2D flat model i created. (I wonder if rigging with 2D planes causes it to become glitchy.)

Steps you could take probably is recreating this by using 2D planes and rigging them. After that i would hope you would be able to export your model to UE4 via FBX without any random problems occur (Like this question i am asking)

Version: Blender 2.75 a

Yes, i am using version 4.10 on Unreal. I have not tried to downgrade onto a later version. I feel like if i did that, Unreal would lose any new features previously installed that might have been useful. (I basically mean i'd rather stay on the latest UE4 version for the newest content and bug fixes.)

So yeah, that it. Thanks again! P.s Is there like anyway Unreal could just not totally mess with the blender files making them worst?

avatar image Nken418 Oct 28 '16 at 05:35 AM

When I first started I had a problem similar to this for a really long time. Blender to Unreal can be a real pain. What I found that fixed it was just to make sure the scaling for the mesh is all set to 1,1,1 and the scaling of the armature is also set to 1,1,1.

avatar image busterwackycrash Oct 30 '16 at 04:32 PM

Yes, i scaled my mesh which was 0.125 to 1 but, i am still having the same problems, all that did was just scale up the mesh and it also made the animating/armature problems look larger. I also made sure my mesh was scaled to 1. Thanks.

avatar image Adam Davis STAFF Oct 31 '16 at 07:23 PM

Hi busterwackycrash,

Do you have a sample asset I can take a look at that is reproducing this error?

avatar image busterwackycrash Nov 01 '16 at 02:26 AM

Oh cool, a staff. Thanks for responding, do you mean like a copy of my model that you can import to UE4 to try for yourself?

avatar image Adam Davis STAFF Nov 01 '16 at 02:51 PM

Yes, or simply an asset this is occurring with.

avatar image busterwackycrash Nov 04 '16 at 03:08 AM

Okay, how would i do this? How can i privately send it?

avatar image Adam Davis STAFF Nov 04 '16 at 01:43 PM

Please place the files in a .zip and upload them to a trusted FTP service such as dropbox or google drive, then provide the link in a message to me, you can send me a message here: https://forums.unrealengine.com/member.php?49-Adam-Davis

avatar image busterwackycrash Nov 05 '16 at 01:27 AM

Okay, i was able to do the first part, but how do i message you on the forums? I don't see see a message option.

avatar image A GUPTA Nov 05 '16 at 06:42 AM

well there should be a send private message option

avatar image busterwackycrash Nov 05 '16 at 03:51 PM

Yes, i can't see the option, it just says add friend, or add to ignore list on his profile.

avatar image Adam Davis STAFF Nov 07 '16 at 02:49 PM

At the top left below my name should be an option to send a message.

alt text

If you have not been on the forums before, we have implemented a system that prevents anyone who has not posted on the forums from sending private messages. Please make a post on the forums and once it is approved by moderators you will be able to send private messages.

sendmessage.png (10.2 kB)
avatar image busterwackycrash Nov 10 '16 at 10:23 PM

Yea okay that explains it, ill make a post.

avatar image busterwackycrash Nov 10 '16 at 10:24 PM

I am making a forum so i can send you my model im using but real quick, whats the difference between unreal answerhub and unreal forums?

avatar image Matt.Williams Nov 11 '16 at 09:25 PM

Hi busterwackycrash,

Your AH and Forum accounts are the same.

-Matt W.

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3 answers: sort voted first

Ok looked at your file. Couple of things I tried to take pictures of all. Your ameshhad negative rotation applied. Eventough it was at 0 it was in fact -0 which means that your animations tried to flip itself on export. Below is to fix it.

  • First your scene needs to be set to metric and unit scale to 0.01.(this will shrink your current model to like 1cm in height select both you mesh & armature and scale it by 100)

  • Then you have to make sure your scaling and rotations are correct in your transform tab.(shortcut key is N)

  • If there are random size then push CTRL-N while you have the mesh selected and apply rotation, then location and finally SCALE.

  • Do the same for the Armature.

  • Select both at the same time and EXPORT FBX. Tick SELECTED OBJECTS, Use EDGE or FACE smoothing under GEOMETRIES and under armature untick ADD LEAF BONE.

Import to Unreal and you can see below no more problem.

CHANGE YOUR SCENE SETTINGS alt text

WRONG TRANSFORM SETTINGS

alt text

APPLY SCALE,ROTATION & LOCATION TO ARMATURE alt text

APPLY SCALE,ROTATION & LOCATION TO MODEL/MESH alt text

FINAL RESULT MOVING BONES IN UNREAL alt text

scene.png (26.7 kB)
check_size.png (49.3 kB)
bones_moved.png (807.0 kB)
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answered Nov 24 '16 at 09:05 PM

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Paul Swartz
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avatar image Paul Swartz Nov 24 '16 at 09:29 PM

On a additional note which cause more problems as I was trying animation is your weight painting. Your bones are not positioned correctly as to how they are weight painted. Your joints are in the center of the model it is supposed to move. Look below for more images.

alt text alt text

weight_wrong.png (36.5 kB)
weight_right.png (44.5 kB)
avatar image Paul Swartz Nov 24 '16 at 09:59 PM

My I also ask 1 last question which brought up another error. Why does every bone in the arm and legs have IK constraints?

avatar image busterwackycrash Nov 26 '16 at 06:16 PM

Real quick, i am not a professional at blender, so do you still have the files on the mesh you can send back? If not thats totally fine. I just want to make sure i am doing this all right, i don't want to mess this up again . Thank you.

avatar image busterwackycrash Nov 26 '16 at 06:47 PM

Yea, i followed your instructions, but i have the same problems. I definitely did not follow them correctly. What did you mean with random size option? Also i did Ctrl+N and that basically restarted my project without saving my changes. So it took me another 30 implementing the changes, but it still doesn't work XD

avatar image Paul Swartz Nov 26 '16 at 09:00 PM

My apologies I meant CTRL-A to apply the options NOT CTRL-N. My bad.

avatar image busterwackycrash Nov 26 '16 at 11:17 PM

Do, you might also have the model you used to fix it as well? Thanks.

avatar image Paul Swartz Nov 27 '16 at 10:09 AM

Not at my computer this weekend. Will send it as soon as I am home again.

avatar image busterwackycrash Nov 27 '16 at 04:30 PM

Thanks! - No problem for me.

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https://www.youtube.com/watch?v=NkJPfGEcrrA

in the following vid U go to 1:20 You will seee the settings in 1:40 change the scale to .... 0.010 "metric" I know it is a flat object that U created yet I submitted the answer of how import is done. hope this helps if not I will try something to help again.

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answered Oct 28 '16 at 06:52 AM

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A GUPTA
4.1k 103 46 618

avatar image busterwackycrash Oct 30 '16 at 04:39 PM

Okay so i tried what you said, and basically the same thing happen to what i said to the previous comment above. All it did was this time, it scaled my mesh down super tiny, but the problems were still there. Thanks

avatar image A GUPTA Oct 30 '16 at 04:56 PM

ok I'll have a look

avatar image A GUPTA Oct 30 '16 at 04:59 PM

Your animation goes in a different direction than what rendered in blender

avatar image busterwackycrash Oct 30 '16 at 05:07 PM

Hmm okay, so how would i fix that?

avatar image A GUPTA Oct 30 '16 at 05:12 PM

one question have you set the root bone

avatar image busterwackycrash Oct 30 '16 at 05:20 PM

No i have not set the root bone? What is that, and should i do that? Thanks.

avatar image Geodav Oct 30 '16 at 05:28 PM

this might help Blender setup https://youtu.be/LuII49XHnVk?list=PLXWXR2pLy_hV6UwhLjirhNnelWpOzGWRI

skelmesh + anim https://youtu.be/EzLy0AJy220?list=PLXWXR2pLy_hV6UwhLjirhNnelWpOzGWRI

btw i don't come here often so catch me on the forums if your still stuck

avatar image A GUPTA Oct 30 '16 at 05:35 PM

if not set a root bone on import ue4 seeks for a root bone .first. then what U can do is create the mesh rig with the bones . do not create the animation yet. export as .fbx select default in .fbx with only armature and mesh selected so that the mesh will be imported first without destroying the mesh(but,check to see if the bone roll axis is oriented correctly in blender) fbx 7.4 binary T0As Ref Pose should be selected at import into UE4.

now come back to blender and create a small animation export it now in the export settings select export armature only as .fbx. During import select the mesh to which U wanted to add the animation.

avatar image busterwackycrash Oct 31 '16 at 04:22 AM

Yes i just imported my mesh, then i imported the animations and it still did not work. Also i tried to look up the root bone option but i didn't really see that. Hmm i thought this would be an easy fix, i literally just have a 2D figure with a rig and unreal is messing with everything. XD Thanks. Anything more?

avatar image A GUPTA Oct 31 '16 at 04:25 AM

did U check the bone orientation . also have a look at the tutorial series posted by GeoDav

avatar image busterwackycrash Nov 01 '16 at 02:24 AM

Yea i am still searching for that, his tutorials are 20 minutes long, and i have trying to search for the specific part, it's just i wish he would have told me the part of the video it was on. I am still looking.

avatar image A GUPTA Oct 31 '16 at 04:29 AM

another question in the first step when U import only the mesh and armature is the body deformed ?

avatar image busterwackycrash Nov 01 '16 at 02:21 AM

Actually, no it's not, the mesh seems to operate and rotate just fine. That might have helped alot, maybe it is just the animations with a 2D model causing the model/animations to look bad.

avatar image busterwackycrash Nov 01 '16 at 02:32 AM

I guess in UE4 i could try to just re-do all of my animations because my model rotates with the armature just fine. It's just i wish i could keep all of my animations in one place. (Preferably Blender) Or, if there was an option to import unreal animations to blender that would be cool (I doubt it). Thanks

avatar image A GUPTA Nov 01 '16 at 03:54 AM

why do U doubt it U can take the first person to the blender with its animation. See understand this . Everything U see in UE4 and blender is all OpenGL and visual C++ stuff. Nothing else . I do not know whether U are aware of these terms so all the apps are just complementary to each other . Now let me not boast like an idiot about what I learned a few weeks back. Coming back to the point let me tell U how to export animations from ue4 .

get to the content browser then mannequin and finally animations right click on the animation U want to export select asset actions and then export select file format either (.fbx or .obj) then import to blender .

I hope U got the steps

avatar image busterwackycrash Nov 01 '16 at 04:59 AM

Wow, i did not know about that. Also i did not know you could do that with animations. Okay well ill try that when i have more time soon and depending if it works or not (it should hopefully) ill post the answer. I guess in the end unreal just ruined my animations and ill have to redo them in UE4 and just import back to blender. Yes the steps should be easy, thanks.

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Hi busterwackycrash,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

-Matt W.

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answered Nov 21 '16 at 04:55 PM

avatar image busterwackycrash Nov 23 '16 at 11:05 PM

Well, i have been checking on this post for the past couple of days looking for a response on the forums with my question. One of the staff members was supposed to check out my model i sent him, but i don't think he viewed it. I am still having this problem, literally everything works fine on blender, but when i decide to import via fbx onto Unreal, my model looks terrible.

avatar image Paul Swartz Nov 23 '16 at 11:17 PM

I replied to you on the forums. Feel free to send me the model I can have a look right now if you want. e-mail paul@cryonetic.com

avatar image busterwackycrash Nov 24 '16 at 07:25 PM

Okay, thank you. I sent it to your email. Everything on blender is fine, but when it goes to unreal, everything turns odd. Thanks again!

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