Blender fbx animation

When I import my animation from blender into unreal engine 4 I get a root bone error and my animation it’s sideways. please help

Hi Sbrtate22,

In Blender the up axis is Y, but in UE4 the up axis is Z, rotate your object so the top is facing down the Z axis and it should fix your problem.

you can swap it at export time, tho im still tinkering with the best way to do this myself i find if you are going to swap it at export using the settings for the exporter face the mesh down the x axis or the -x axis or your animations will be messed up in UE4 the facing axis is the one im having problems figuring out as some animations do fine with the +X axis and some are better with the -X axis so im not sure how exactly that works.

edited my posts to remove some of my frustration in the text. seems you cannot express frustration because all my points are now gone. x)
Bit odd how that went all the way back to 1 in just a single short moment.

I get terrible problems no matter what axis.
My character seems to grow by 100 times after an animation is played.
And its like Unreal thinks that my object is 100 times bigger then it supposed to be. Because it zooms out really far as if the object is big…

Ive been messing with it so much now… What alternative do you guys think is the best. Because blender seems to just not work at the moment as thinks are. still.

Hi VRF,

Have you made sure to set the blender scale to uu instead of the standard blender scale? Additionally have you made sure to only have one root bone?
I saw that you posted a new thread. I will repost this there, please continue the conversation in your new thread.

Yes i have even matched the scale with the HeroTTP .fbx file just to make sure orientation and scale were correctly. And yes i have only one root bone.

Before you export your character from blender, make sure to go to Object-Apply-Scale/Location/Rotation (you can find it beside the mode tab)

did that too :stuck_out_tongue: (i will try another model and rig from scratch again. see if it happends same way)

actually ended up using same model just redoing things.
just seems that it keeps the same bounding box as first scale.
but when animation applied it shrinks it down by perhaps a 100 factor.
it looks as if the animation does not export with its scale.
errors seem to have become less though for some magical reason.

moved my thread here like advised:
https://answers.unrealengine/questions/146301/blender-impossible-to-get-animated-rig-working-ins.html

btw i think i have seen some of your videos :slight_smile: they were pretty good. (y)