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Scaling and rotation is wrong on animation import

I been messing around with a lot of unreal and blender settings to try and fix this but nothing so far has helped. Ive looked at a ton of online forums and help pages.

I am using blender 2.79, and Unreal engine 4.18.3.

My blender units are set to metric at 0.01.

My skeletal mesh and static mesh import at the correct scale and rotation.

To get an accurate scale i have to scale up my animation by a random amount (like 13-15 or so) on import.

I am using "Use T0as ref pose".

Reimporting my fbx into blender gives me the proper scale and rotation.

Any and all help would be appreciated thank you.

Product Version: UE 4.18
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asked Jan 31 '18 at 11:46 AM in Using UE4

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Laviticus
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Hello so quick quesiton. Did you apply location, rotation and scale to your armature(bones) this is something annoying with blender animations. So example will be lets say you have character set up in blender and he is a bit small and you decide to scale him 2 times, then your bone scaling will be 2 on so export in Unreal the bones might be twice as large as the character because of this. Same can be said if you change your metric units to 0.01 after you created your model. It will shrink the bone size.

Made a quick tutorial about this using my own character from a few years back. You can watch it down below and I hope it helps.

https://youtu.be/DKfOaIXCN90

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answered Feb 21 '18 at 11:34 PM

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Paul Swartz
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