Animation asset can not play untill the end

I have imported the FBX.(from Blender to UE4.26)
Meshes and animations are fine for previews.
However.
Retargeting the animation will finish playing about half way through.
I would like to play it to the end, so please let me know if there is a way to improve it. Thanks for all your advice!

Hello @helomiux18831 !

Can you give us more information about it? Screenshots are always a great way to show problems!
Are you trying to use animations in a sequencer or in a blueprint?

When you import the animation first import the model and then the animations or are you trying of import everything at the same time?

If you’re having problem with animation in sequencer make sure that the animation bar occupies every frame of the animation. If you’re using blueprint maybe the nodes do not give it the necessary time to reproduce completely.

I hope some of this helps.

Thank you for looking at my question.
Here is a reference image.(Left original Right re-targeted)
This animation has not yet been used in Sequencer or Blueprints.
Because,there is already a problem at the stage of displaying this preview.
Let’s talk about animation.
First the character’s right foot forward, then the left foot forward, which takes 30 frames.
The original plays just fine.
In the case of retargeting, even if it is played from the beginning, only about 16 frames in the latter half are played and it seems to end there.
About 15 frames in the first half seem to have disappeared somewhere.

I need to add some explanation.
Both have exactly the same Skelton.
However, the FBX imported for animation only wanted to import animation, so Blender exports both armatures and meshes at a scale of 0.01. (Because we won’t actually use this mesh.) The actual mesh we plan to use is from the retargeted character.


Since the original mesh is hard to see, I re-exported it with a scale of armature 0.01 mesh 1.0.
I put them side by side and compared them to make it easier to understand the cause of the problem.
Then I made a discovery.
Apparently I misunderstood. It seems that the width of the foot movement has shifted, not that the playback has ended in the middle.
Please let me know if there is a way to correct the width of the foot movement.

Hmmm…
It seems to be a problem that the bones are not the same or do not have the same name.
Is the same skeleton for every character?

I found this comunnity tutorials.

I Hope any of this helps!

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Thank you very much, solved it.
After looking into various references, it seems that the cause was that the base pose was different.
The problem was solved by making only one frame of T pose animation with blender, importing it into UE4, converting it to a pose asset, and making it the base pose of the bone.
Thank you for your advice.

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