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.

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 ?
  • 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?

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?

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.

https://www…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.

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.

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

this might help
Blender setup

skelmesh + anim

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

ok I’ll have a look

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

Hmm okay, so how would i fix that?

one question have you set the root bone

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

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.

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

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

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?

Hi busterwackycrash,

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

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.

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.