Blender Animation Twisted

Hello!

Could someone help me with this problem?
When I import a mesh with animation from Blender 2.79 to UE4.18 the character’s thigh gets twisted …

This could be because of the bones pivot orientation that is different than UE expects it. Was the Mesh and Skeleton also created in Blender or did you Import it from somewhere and just made the animation?

I made all in Blender 3D from zero: armature (bones), mesh and animation. But I used IK (inverse kinematics) on legs and arms:

Hmm I’m not sure if this is a problem with the IK. I rigged a flying bird with landing and walking animations myself and used IK as well and everything worked fine. but that was in 4.7. I guess I can’t help you here. I recently made a skeleton and skin for guns and I had similar problems like the trigger was in a total different location than I exported it, which was a problem with the pivot of the object and the bone. (I aligned the pivot of everything to the same location and rotation). I just can say that your upper leg bone seams to have a wrong rotation compared to the vertexes that are allocated to that bone. Maybe there went something wrong with symmetry mode when creating the bones or rigging the mesh? I remember that I had to change some orientations of the second, mirrored bones setup. Here is a tutorial I used: Tutorial (its for 3ds but the steps should be the same in Blender).

Hope this helps at least a little, Sorry that I couldn’t be more helpfull.

EDIT: If the arms worke fine then it definitely has something to do with the bone of the your leg or tigh.

Thank you very much! I will try this series of tutorials. I made a lots of changes yesterday and today I reimported and its working fine so far, but I don’t know exactly what fix it, when I figure it out I will come back with the answer. Thank you again! :wink:

I had the exact same problem, first of all my mesh was oriented along the wrong axis (sideways, and not facing +X in Blender. Solved by rotating everything in object mode and applying rotation).
But the most likely cause was that my bones were using non-zero roll values.
Which I solved by setting all of the bones to use 0° roll
(Select the armature > edit mode > select each bone one by one and change their roll values under Transform)

  • This approach might break some animations, since they may be reliant on previous roll values, though the effect could be minor or none.