Blender to UE4 rig scaling problem
Hello Unreal community, I am using Blender 2.80 beta to import an animated character into UE 4.21.1
I imported the mesh and animations just fine, and the asset worked and looks as intended after I set up materials and the animation blueprint, but when editing the physics asset I noticed that all of the parameters were way off - sizes of primitives in the 0.1 area. The bones are extremely tiny. So, the armature appears to be off by a scale of 100.
Upon extensive search, I came across the "trick" to change the world units in blender to metric 0.01 and scaling the armature and mesh by a factor of 100, applying the transform, and then scaling them both down and only applying on the mesh.
While I can have a normal physics asset with this trick, the animations get broken when I apply the transform on the Armature - much of the animation is done with IK control bones and the location of the bones is still at a scale of 0.01, so the animations are all messed up.
I've seen that this is a known bug between Blender and Unreal and is experienced by almost all who try to import from Blender. What can I do? I've really wasted a lot of time on this and can't figure it out. I've broken my animations, blueprints, blender file, and have exported and imported probably 2 dozen times with different settings.
Is there a way I can keep the proper skeletal mesh and import just the animations and retarget? I keep trying the engine's retargeting system but the editor crashes every time. I'm really at wit's end here and any help is greatly appreciated.
Please help me!
asked Jan 04 '19 at 08:15 PM in Everything Else
What you do with Blender skeletal meshes is that inside blender you scale it to 100, and apply scale.
Then scale it to 0.01 and leave it like that.
This is a known workaround, is like the standard way you export skeletal meshes from blender to UE4.
answered Jan 04 '19 at 10:01 PM
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