Mesh distorting in animations.
Recently, I imported a model I created in Blender into Unreal Engine 4, importing the mesh & armature separately from the animations as FBX files. After importing the animations and attaching them to the skeletal mesh I noticed that were a number of distorts in my character model that would manifest while the model was moving.
This is how the model looked in Blender:
Compared to how it looks in Unreal:
You can see that the shoulder is distorted in a way that the original Blender version is not, and this is just one of the many distortion problems afflicting my model:
Unreal Engine 4:
Unfortunately, as a relative newcomer to Unreal, I have no idea what is causing this problem and how to fix it. After searching online for some insight, I tried a variety of things such as normalizing the weight values of my model, re-importing the base mesh and the animations with different FBX settings but nothing seems to work.
When I first imported the model into Unreal I received the following error message:
I'm not sure which if any of these errors is related to the mesh distortions. A lot of the stuff at the top seems to be refer to the lack of compatibility between Unreal Engine and Blender regarding my use of modifiers such Inverse Kinematics & UV Warping that don't transfer over. I'm not sure if any of that could be the cause of mesh distortions but then again I can't say for certain that isn't.
As for the stuff near the bottom, I tried following the suggestion of selecting the "T0 as ref pose" option & re-importing the skeletal mesh but to no avail.
The last error warning at the bottom reads "Warning skeletal mesh influence count of 11 exceeds max count of 8. Influence truncation will occur. Maximum ignored Weight 0.008". This one seemed like the most likely cause of all my problems and so I tried using "Normalize All" option in Blender & re-importing the model and its animations to see if that would work. Unfortunately though, it didn't and now I have no idea of what I can do to remedy this situation.
If anyone has any ideas, I'm all ears!
EDIT: So after reading this forum topic I tried changing the Scene Units of my model in Blender to Metric, Degrees and Scale 0.01 and then re-imported the skeletal mesh and all its animations into Unreal Engine. Unfortunately though, it ended up changing nothing all all, so now I find myself back at square one with no idea of how to fix this.
Well, it would appear that I've discovered the source of my problem. You see my model uses the Subdivision modifier in Blender and applying the modifier ends up wrecking my mesh. Since Unreal Engine isn't compatible with Blender's modifiers, the program will automatically apply the Subdivision modifier, resulting in the above mess.
Seeing as the source of the problem isn't directly connected to Unreal Engine, I guess finding a solution falls outside the purview of this place and that I'll have to find a solution somewhere else.
EDIT: I finally found a solution. Following advice I found in this Blender Stack Exchange question, I managed to manually smooth the weight values of my model, removing all of the major distortions in my mesh.
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