I am using a 3dsMax Biped rig of the UE4 Mannequin (found on the internet) in order to create and export animations into unreal. The animations export fine, and at first they appear to be exactly what I want. HOWEVER, when I attempt to put these animations into my animation graph, the result is strange.
When the animation nears completion and begins to blend into the next animation in the state machine, animation A blends into animation B the wrong way. As an example, I have a simple animation where the character swings a bat. After the Bat Swing, the character returns to the Idle animation. The Bat Swing is a full animation, so at the end of the animation, the character is just about reset at the Idle position anyway. The problem is that when the blend occurs, for some reason, Unreal is blending the spine all the way back around to return to the Idle animation. Instead of a seamless blend between two simple animations, the result is a frightening “exorcist” effect where the character’s upper body spins nearly 360 degrees in the wrong direction to return to the Idle animation.
I am experiencing this problem with all of the animations that I have exported from 3dsMax. I’m not very experienced with 3dsMax so it’s very possible that there is an issue in the way that I am exporting the fbx. However, seeing as the animation behaves almost perfectly despite this one issue, I wonder if there is a way to remedy it in Persona. Thanks for any help!