Why are wheels falling off my vehicle imported from Blender?

I’m relatively new to 3D modeling in general, but slowly getting hang of it. I’m following instructions here: https://www…com/watch?v=9ariPx6M33o&list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE&index=1

I’m importing my mesh as an FBX, which was exported from blender, but wheels of my vehicle keep falling off and vehicle just drops to ground. Does anybody know what’s wrong here? Happy to provide more information tomorrow (bed time now!) if needed, but I’m not sure what might be necessary.

Thanks!

Hey Spinkler,

Would you mind zipping up and attaching a test asset for which this occurs? Thanks!

Hi !

I am more than happy to, but my asset is 900kb zipped, and this post is only allowing a maximum of 524kb.

If it makes any difference to implementation, my asset is a two wheeled vehicle (that’s a “bike” to those of you keeping up ;).

I’ve found art implementation here: https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehcileContentCreation/ and realised that my asset does not have joints set up, but I have no idea how I’m meant to implement joints in blender - especially for a bike! I understand implementation of a skeleton for a car can be very similar to that of a person; you have a root joint and wheel joints would be children of that root joint, and more importantly oriented correctly. With a bike, however, I have no idea at all how to orient joints properly.

Not sure if I can provide any more information, but let me know if I’ve missed anything, happy to provide whatever. When I get back into my office I’ll try to dropbox asset or something so you can have a look.
Thanks for your time!

So I’m not sure why my assets were so large, but I’ve recreated a simple version that does more or less same thing. This “bike” is a simple mesh composed of three cylinders - one for body and two wheels. wheels are children of body, and I’ve included armatures as described here.

I follow instructions in video listed in my original post. I can get things working fine if I use provided FBX, but moment I use my own model from blender things go terribly wrong, so I’m obviously missing something.

For starters, I’m unsure how to bind armatures to wheels/body mesh, and I think that may be what I’m missing but I’m not sure. Secondary to this, every time I set up a camera on a springarm attached to this skelmesh, camera doesn’t centre properly until I uncheck “Use Controller View Rotation”. When I do uncheck this, my camera falls over on its side and drops to ground. I’m guessing this is a secondary problem that may correct itself after my mesh is sorted out properly, but I’m not entirely sure.

Here is mesh I’m trying to get rolling (heh). Let me know if there’s anything else I’ve missed.

It’s worth noting that after I import this FBX, I open up skelmesh in UE4 and none of bones correspond to where I’ve actually set them up in blender, they all look broken. Maybe there’s something wrong with FBX exporter?

edit: It seems there is indeed issues with blender’s FBX exporter. There is a fix explained here: https://www…com/watch?v=6iOScBCBdEM&index=3&list=PLXWXR2pLy_hV6UwhLjirhNnelWpOzGWRI

However, this fix doesn’t seem to work with latest version, skeleton is still mangled when imported to UE4. I’ll keep looking into this and track my progress here.

So I did video tutorial from scratch, using supplied assets. I can walk through from start to finish with perfect results. Now, I’ve become somewhat familiar with vehicle setup throughout all of this, I think, and when I compare my mesh with one supplied in tutorial, they’re near identical apart from mesh shape and two wheels compared to four.

Using working tutorial piece, I worked on replacing supplied mesh with my bike. For starters, one of most annoying problems is that camera flips over on its side with my mesh only, but I might open another thread regarding that because it’s out of scope of this question to be honest. More importantly, mesh simply falls over, like it can’t maintain balance (even though it has rather huge, wide wheels). I’m wondering if bikes may need a special set up to get working correctly?

Sorry I shouldn’t laugh but I have an image in my head of a clown car, I got chuckles now.

Hah! That’s ok, silly vehicle deserved to be laughed at. :wink:

Thankfully I’ve remedied wheels falling off, but run into a multitude of other problems. I’ll post a new question tonight to try to figure those out. :slight_smile:

Hello!

After many tries to fix very small mass of body and wheels in PhAT finally I manage to solve this problem. It layed upon a error with vehicle drives like had no wheels… meaningful subject in tihs matter that nobody write nowhere (?) is to add empty in scene in blender. This empty suppose to be in center of scene. Then we must parenting Armature to that empty, set scale in empty to 0.01 and scale up objects which we connect to that empty to real size (100x) then finally we get mesh and armature with good size and empty in 0.01 scale.
Blender 2.76, ue 4.10, Metric unit scale in blender=1 and import/export scale also =1.
I had many hours to trying many thing without success and finally I discover this one! :slight_smile: link text

I just imported this asset into unreal engine 4 and it’s still creating problem stated where wheels fall off.

https://www…com/watch?v=9gdmJIfuORk Only if it is still actual. Here is all you need to get started.