Skeleton root bone scale incorrectly set to 1 in animations after "Imported bone transform is different" error, resulting in smaller/bigger meshes in animation
The root bone scale in a skeleton is incorrectly set to 1 in animations after you import a skeletal mesh getting a "Imported bone transform is different from original. Please check Output Log to see detail of error". The error itself is caused by the Blender exporter scaling all of the bones in a rig instead of only the root bone.
Because the root bone scale is set to 1 incorrectly the animations look wrong. If the mesh was scaled 100 times the root bone scale should be 100 in animations too, but in the case of the error it's set to 1 so the character is 100 times too small in the animations while looking fine in Persona skeleton/mesh mode.
FBX files here:
To see normal scaling behavior:
blender001scale.fbx was exported using metric 0.01 unit scale in Blender, which works but causes issues in other parts of Blender.
To see faulty scaling behavior:
blender1scale.fbx was exported using metric 1 unit scale in Blender, which at the moment causes issues with UE4 but works perfectly with other areas of Blender.
asked Jun 07 '17 at 02:03 PM in Bug Reports
Follow this question
Once you sign in you will be able to subscribe for any updates here