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Odd Foot Twitch on Blender Anim Inport

Hello! First off some Gifs, In Blender: https://gyazo.com/d4009f12188239aa553576a5711f83e0 https://gyazo.com/0c6d754506a67cc6f4e8aa5e2344045b

In UE4 https://gyazo.com/9bea337429aaa226fef928c7913c847e

  • Both my Controls and Bones have clean rotations (meaning no roll or odd rotations)

  • I have tried exporting without Controls and then Blender gives bad export (still trying to figure this issue out on another forum)

  • The model is scaled and rotated correctly

  • There are no blendshapes.

  • Here are the export settings:

alt text alt text alt text alt text

Blender is Version 2.78c Unreal is 4.15

Thank You!

Product Version: UE 4.15
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asked Mar 15 '17 at 04:54 AM in Using UE4

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Haflurgaflur
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3 answers: sort voted first

So, there is no "fix" for this, as far as I could find. There is only a workaround.

The workaround is to export the animation and model from UE4 and then import it into blender, fix the odd twitches there (which weren't there in the original file) and then re-export. This works fine. But its really annoying. Hope someone, can find a better way to fix this.

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answered Mar 26 '17 at 11:18 PM

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Haflurgaflur
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Hi, this is what fixed it for me:

Select armature -> edit mode -> select bone -> set roll to 0

alt text

After that, I went in pose mode to readjust the pole target, to compensate.

alt text

This model was exported from UE4 (armature included) and the entire leg was rotating weird from the hip when I imported back to UE4. Stuff like this happens in blender too if you pass the 180 degrees limit for a bone that's used for IK. Not sure why sometimes it only happens in UE4 and not blender.

Hope this helps.

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answered Oct 17 '17 at 09:33 AM

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Titirez
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This fixed it, Just use FBX 6.1 ASCII instead for Blender to UE4 in regards to Skeletal Animations, with "Optimise Keyframes" off.

alt text

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answered May 27 '18 at 09:01 PM

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Lewis James Fox
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