Blender skeletal mesh bones losing offset when the parent bone is animated

Are you making sure that the bone in blender has the location and rot applied?

I have a skeletal mesh that I have imported from Blender 2.71 and for the most part works. I have noticed an issue though. Whenever I animate the hip bone, the legs seem to lose their offset location to the hip bone. I can animate every other bone without this problem occurring. The first screenshot is without any animation applied to the hip bone and the second is after I moved the hip down.

Yeah, everything was applied. The only thing I can think of is the fact that I mirrored the left leg to the right, though I’m not sure why this would cause an issue.

I went back and simplified things a bit and used a standard Rigify skeleton with my mesh. I still run into the same issue, if I move the hip bone. The legs seem to lose their offset. To simplify this even more, I created a rig out of single bones that mimicked the rigify legs, with the same results. I realized that I should probably add the fact that I’m using the 7.4 binary export.

I really have no idea why this is occurring. I have to imagine that I’m doing something wrong, otherwise more people would have run into this issue. The actual skeletal mesh seems to be correct, its when I apply an animation build from the 7.4 binary that I run into the issue.

I wasn’t able to get it to work with the 7.4 binary but was able to use the 6.1 ASCII version of the Blender FBX export. I guess for now I’ll use that but I will give it another try with my next character.

I’m facing exactly the same issue. Did you manage to find a fix for this?

You’re right that reverting to 6.1 ASII fixes the issue but this feels like a step backward.

I haven’t personally done this yet, but I was going to try using the latest version of Blender and Unreal. I know they have done a lot of work on exports in Blender. Epic has been working on better import and overall support of Blender. The binary versions in Blender may work now.