I’m trying around with skeletal meshes at the moment and have some issue with the PHAT tool.
After trying around with my skeletal meshes, which I could use in animation blueprints and some first simple game, I decided to try PHAT, too.
I’ve got the issue with my skeletal meshes, already in use and with some exported standard MakeHuman skeletal mesh.
I exported these from MakeHuman to Blender (MHX file) and from Blender to UE4 (FBX file).
The skeletal mesh works great and in PHAT they are shown correctly but they are floating high above the floor.
When I then add some bodies to the bones and hit simulate, some wierd occur. (see the screenshots)
Screenshot 1: Without simulation
Screenshot 2: Simulation without gravity
Screenshot 3: Simulation with gravity.
What version of Blender, what version of UE4, and what exporter settings did you use? I haven’t seen this particular issue, but the Blender-to-UE4 conversion can be tricky. I’m happy to try and replicate your results and offer suggestions.
Also, which armature and topology did you choose in MakeHuman?
@sushichris:
I tried to mess around with the sizes but it doesn’t change anything
@Skynet:
Thanks for the links. They are great but I’ve already seen them before.
(Watching UE4 tutorials is 99% of my spare time at the moment :D.)
I suppose that my problems are coming from some size scaling / factors or something like that but I’m not really
sure. Like you can see in my blender settings, I am using some scaling of 0.1 instead of 0.01 (so decimeter instead
of centimeter). At the beginning of my Blender/UE4 time I always used 0.01 but with some patch it didn’t work
correctly anymore and I had to switch to 0.1. My meshes were 10 times larger than before after some patch.
I’ll now check for some new blender version and blender fbx exporter version.
Further more I’ll check the tutorial videos again.
i tried your fbx failed, same issues. i then used your mhx file into blender, deleted the extra meshes (you might want to join these) then rotated the whole lot to face forward x+ , then scaled by 10 , not forgetting that my blender is already set for UE4 scaling you might need to use a different value.
then with everything selected use “Ctrl+a” to apply scale/rotation , now export via the default fbx settings (2.73)
on import to UE4 you may have to apply a rotation of “yaw=-90” not sure why but atm it happens, then once imported and saved check your mesh size in a map with the Epic blue guy from the third person template. check in the persona editor that the mesh is at ground level, if every thing is ok it should be now fine to start on the physicsasset
Did it the same like you did, except for the sizing and I’ve got the same issues like before.
Always when I add an physics asset object to the legs it splits up.
I’ll now watch your linked video. Perhaps this helps.
Thank you for help. Do you have some further idea?
after import make sure your character is around the same size as the blue guy, check that in the skeletal mesh editor “Persona” that the feet are on the ground, once i did as above it worked as normal
after trying around with further settings and watching the videos I tried it again up and down but I could not succeed.
I tried everything what you said but it didn’t help I also installed a new Blender 2.73 but this didn’t change anything.
I decided to make a short 4 minute video what I’m doing perhaps someone sees a clitch in my imports/exports.
In the meantime I’ll try around with creating my own skeletons / armature or by using the ue4 blue guys animations.
So first of all.
“Danke . Das Video war super und du hast mir sehr geholfen. :)”
Which means something like: “Thanks for the great video. You helped me a lot!”
I could directly find out what my problem is. It was some setting in Blender itself.
In the screenshot you can see the standard configuration of Blender for Units.
In standard “NONE” is selected and this seems also to be the correct setting.
In several “perhaps older” videos on YouTube they recommended the metric system with centimeter selected and I had this setup.
I already thought about this setting some days ago but forgot it and so I didn’t try it out.
Your video showed me the scaling setting (scale 100) which is some really good idea because it seems to work better than switching to centimeters.
It looks like that something (perhaps the skeleton or some other parameter) doesn’t scale with the UNITS settings of Blender when exporting.
I don’t know if this is a bug or if it is intended like this because everything else scales nicely with the centimeter unit setting.
Thanks again for your great help. I never thought that someone is so friendly and answers with a half an hour video. That’s awesome.
P.S.: I could also get rid of the smoothing groups error by exporting it with Smoothing “face” in Blender.
you can edit the title using the “Go Advanced” button then put [Solved] in the front of the title so that anyone searching the forum can see the issue and what was done to fix it, some time people with similar issues will post in the original thread which is ok here.
btw. ich lebe zeit uber 30 jahre hier in Deutchland also muss ich mit Win De klar kommen