So hey there ya’ll! I’m Traggey, first post here on the new forums.
I’ve been an UE4 user for a about a year now and I’ve just now with the new verision run into an issue that is causing my head to explode.
Making some new first person arms, they are going to need animations obviously so I set up a quick test skeleton just to make sure everthing was working properly.
Made a 100 frame idle animation and exported both as separate FBX’s.
So let’s import it! YAY.
BOOP, upon importing I am wrestling with text in the error log.
No material set, well yeah that’s not a problem.
No bind poses found, that’s strange, I have a bindpose in max and it works fine there.
And here’s the strange one, ‘‘Warning: A bone or bones with a non-identity scale factor was found for skeleton (skeleton root name: ‘B_Root’).
Unreal does not support scale on bones so the FBX importer will attempt to apply the scale to the bone’s translation. if the results are not as intended, please use identify scale for all skeletons in the original scene.’’
Now that error blows my mind, because I’ve deleted, recreated and switched root joints around about 9 times now and re-imported into the engine, the result is always the same, it complains about the scale of the root joint, however no scaling is applied to it within max.
I place the mesh inside the editor to have a look, everything looks fine, I check it the editor, everything seems fine.
Okay, so let’s try importing the animation anyway.
I import the FBX, select the Player_Arm_Skeleton as my skeleton, everything looks good.
Untill the animation starts playing that is, now I am looking upon a shrunken down verision of my mesh reenacting a smeagol scene from LOTR.
Been at it for a good 4 hours trying to get it to work now but I ain’t getting nowhere.
Any clues as to what I’m buggering up here? It seems quite obvious to me that it’s the whole root joint scaling issue, but no scaling is applied in max and even with completely new fresh untouched joints simply set as the root it gives me this error.