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FBX import scale is wrong in BP viewport


Little explanation about meshes(Pole, handle, rotator): First my pole was 1,7m. Then I scaled (x1.85) them up to 3m in 3ds. Pole is imported as skeletal mesh, others are static mesh. Pole has morph targets. Im saying these because maybe answer is these things. After scale and importing, Pole's dimensions are correct. So from here, things get weird.

If I drag and drop static meshes from content browser dimensions are correct. But if I do this in BP viewport or Skeletal Mesh viewport, those static meshes dimensions are wrong(by x1.85).

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Then if I put BP and Skeletal Mesh in my scene and those static meshes are still bigger. So lastly I drag and drop same static meshes from content browser so you can see the difference.

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You can see from pic that I didnt accidently scaled them up. Socket scales are 1 too. I didnt scale them during import. They all come from the same scene in 3ds Max. Unit setup and fbx exports are cm.

UPDATE: If I dont parent static mesh to its socket, It wont scale up. So I thought maybe after scaleing something bothered with socket in skeletal mesh even though it says scale is 1. So I deleted everything and imported them back. I did those sockets again. But it didnt fix it. It still get bigger if I parent it to socket.

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Product Version: UE 4.14
bp.jpg (172.0 kB)
skeletal.jpg (118.7 kB)
scene.jpg (185.0 kB)
update.jpg (183.0 kB)
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asked Nov 29 '16 at 06:37 PM in Bug Reports

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Hi Monster,

Most likely what happened is you scaled your bones as well as the asset and didn't reset xform on the mesh. There are a number of ways to properly scale a skeletal mesh but in this case the safest option would be the following especially since I don't know your setup.

  • Save your skin weights to a .env file (advanced settings in the skin modifier > Save envelopers I think)

  • Remove skin modifier

  • Put your bones back to the original scale (make sure it says 100 at the bottom)

  • Reset X form on your mesh

  • Adjust skeleton so that it fits the scale of the mesh. Use the bone edit tools don't scale them.

  • Reapply the skin modifier and load your .env file make sure you match by name

  • If saving your skin weights aren't possible you may have to redo this

  • It may also be faster just to scale your sockets down if you don't want to fix your skeleton

Export and that should fix the issue. The reason your static meshes scale when attached to a socket or a bone on the mesh they will scale up relative to the amount the bone was scaled in 3dsMax. This isn't a bug with the engine it's just something you need to keep in mind when modifying skeletal meshes.



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answered Dec 02 '16 at 05:01 PM

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