I created an animation for my character in Blender and after exporting it to ue4 here’s what happens with his foot:
I assume it goes to T-pose position at frame 0.
I’ve spent hours trying to find a solution for this and just nothing works. This things has been around for ages and I still don’t know what causes it.
The behaviour of the foot is a bit strange for sure. Is this the first animation you’ve tried to export from Blender for this model?
The single-frame glitch of the foot looks to me like the sort of behaviour I get if I haven’t animated something quite right within Blender, so I wonder if the problem is in Blender or exporting from Blender rather than within Unreal. A few things on the Blender side that I’d try if I was trying to solve this problem would be:
Most obvious thing to do (I presume you’ve already tried this…): if you scroll through the animation in Blender frame by frame, does the foot behave properly?
Are the bones of the left foot keyframed at the start / end of the animation? (If the keyframes of the left foot are on the second frame of the animation rather than the first for some reason that could give you a glitch like this if you have other keyframed poses outside of what you’re exporting.)
Are you sure the start/end frames in Blender are set correctly? (If you are accidentally exporting an extra frame that could give you a 1-frame glitch.)
Does adding extra keyframes for the foot just before and after the start, or just before and after the end of the animation solve the problem?
These are all kind-of “obvious” suggestions… presumably none of them help?
This things has been around for ages and I still don’t know what causes it.
I’m not sure quite what you mean here - are you saying that you’ve had this problem with other models in the past?
I fixed the issue although I’m
still not sure what caused it. I
imported/exported it a billion times
while clicking all the things. It
seems like it was something with
actions/NLA stripes (whatever that
is) in Blender and/or some import
settings in ue4.
I haven’t touched the legs of the
character while doing the
animation. At all.
Therfore legs behaved correctly in
Blender.
Start/end frames were set correctly.
Adding extra keyframes at start/end
did not fix the problem.
And what I meant by that sentence you quoted was that I created this mesh few months ago and when I tried animating it back then I had same exact issue and I never fixed it until now. I had to skip the first frame manually in ue4, which is a lousy workaround.