I import a mesh with animations. Skeletal Mesh is ok. Animations work ok. Output Log has no errors. Brilliant.
I take the SAME FBX I just successfully imported, and import only the animation, immediately gives me this error. Anything I do from this point onward is doomed for failure. Output always tells me:
Source Global Transform (30.546658,0.000001,38.034245|0.000014,90.000008,-1.037880|1.000000,1.000000,1.000000),
Converted Global Transform (30.546656,0.000002,38.034245|-1.037874,0.000010,89.999969|1.000000,1.000000,1.000000)
LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (Jaw_L:56)
Source Global Transform (34.568314,-19.652735,36.605602|57.796661,-7.135368,-130.053772|1.000000,1.000000,1.000000),
Converted Global Transform (34.568314,-19.652731,36.605598|-24.074408,37.679100,-22.062201|1.000000,1.000000,1.000000)
LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (Jaw_R:57)
Source Global Transform (34.568317,19.653002,36.605618|57.796619,7.135294,-49.946331|1.000000,1.000000,1.000000),
Converted Global Transform (34.568314,19.653002,36.605625|-24.074490,-37.679096,22.062185|1.000000,1.000000,1.000000)
All of my joint scales are 1.0.
And get this, DELETING the imported file (mesh, skeleton, physics asset, everything) and doing a clean Import, will always fail as well. HOWEVER, restarting the project fixes this, I can import once and then it breaks again.
I also can’t restart every import and accumulate successful results, since it only works if a skeleton isn’t present.
I’ve scoured the web, and most complaints are resolved by fixing joint scale. I triple checked mine, they are 1.0 all of them.
Result with fresh Import:
https://puu.sh/yYFFG/ad1cbb568c.jpg
https://puu.sh/yYFFG/ad1cbb568c.jpg
Result with a secondary import:
https://puu.sh/yYFjn/19ffefb7f6.jpg
https://puu.sh/yYFjn/19ffefb7f6.jpg
(Same Frame)
I’ve tried this with exporting FBX 2015, 2016/2017 and 2018. Both split up individual hierarchies with animation only, and a full FBX with the geometry, joint hierarchy and animations. I am not able to fix this in any way.
Sometimes the results are different. Occasionally upon importing, the error will convert X to +/- Y, but that is very rare. Out of 8 hours iterating the export/import between Maya and UE4 in EVERY way I could think of, exporting separate pieces of the mesh, just the skeleton, full mesh, animation only, partitioned animations, nothing solves this. Tried all sorts of Import settings, no go still. T0A’s, not updating poses and the likes.
This happens in 4.18, but does not in 4.15.
Please try Importing this fbx: