Animation Squiggles/ bad Animations

My animations look like spaghetti. Arms are all twisted up. I copied the exact skeleton from UE4. I imported, transferred meshes from MAYA LT and they still look like this: With animation :

without:

as you can see, when I have an animation on the character, it turns to spaghetti. I tried the whole switch the bones from skeleton to animation only and vice versa, even mixed them up. Idk :confused:

probably the retargeting issue about the twisting joint?

@Ianjiceshi2 nope, ive tried retargeting everythign over and over again :confused:

Well, if like you said you are importing the animation without selecting a skeleton then the problem isn’t retargeting.

My guess is you didn’t copy the exact bone structure and/or you accidentally flipped bones on FBX import by matching orientation or something the like.

share a high enough def of your skeleton from within persona so we can check it.
also turn on skeleton during the animation and screenshot that so we know where your bones are.

@MostHostLA Hey! Sorry for the late reply but sure thing! One is form maya and one is from the UE4 animation. It seems to be all alligned. I really dont see the problem.

Really low res from imgur prevents any checking.

Also, the UE4 skeleton seems to be missing bones entirely as if they are out of the screen?

Best curse of action is to test an import without selecting an existing skeleton.
If you still see the problem, than the animation is wrong.
could be a bone turned over 360 or similar - or something happening during the animation.

If you don’t see the problem anymore, then the issue is exactly that the 2 skeletons do not match.

If you share the FBX we can load it in and test too. You can probably delete the mesh and mats off it for file size issue. Or export just the animation.

@MostHostLA Since idk how to upload my fbx here, it says i cant share that type of file, i posted it on google drive! https://drive.google.com/file/d/1ODM…ew?usp=sharing thats my exported file from maya. the bones werent lining up with the character, like as if the bones were in a complete different location. Also if i moved the camera back , the camera moved with it. Lets see what you come up with!

bump :confused: still never solved

Apologies, must have been during the GameJam crunch.
Either way, after a quick look at the file you shared:
The bone structure is OK, but the skeleton is not associated with and weight painted to the mesh, so if you move bones, the mesh remains in place.

You can try to do a couple things.

First of, Blender has a nice rig function with the Rigify add-on. Before we can use it, we need to split the mesh from the bones (the names are incorrect).

Step1: Get my plugin here Bone Breaker: Unreal to Blender, enable that and Rigify.

Step 2: Import the standard SK Mannequin - we need it’s bones.

Step 3: Open up it’s root, slect SK_mannequin.001 mesh and delete it.

Step 4: BoneBreaker’s button for import will be locked - so file-import and bring in your mesh (with bones and whatever else).

Step 5: Delete the armature and unparent the mesh from the empty group. ALT+P / Clear Parent. Delete the Empty.

Step 6: This one takes a bit of work, let’s split it into minor tasks.
6.1 Select the mesh, go into edit mode. press A 2 times to deselect, One more time to select all.
6.2 press P, select By Loose Parts, and wait until it’s done.
6.3 Go to object mode. you will see a lot of mesh parts in the “layer” section. all good. we can ignore that, we just need to re-combine the base mesh minus the face stuff. Now we must select alal the mesh parts that belong to the body and join them together into 1 single mesh. Do not select the hair/eyes/mouth yet. and make sure to select the bottom of the feet.
6.4 After selecting, Ctrl J to join, and F2 to rename. change the name to BASE or something easy to recognize (that comes before SK_ alphabetically).
6.5 - Disable the eye icon to hide the mesh and make sure you got all the parts! nostrils, ears, crotch, etc.
6.6 Go into Edit Mode on BASE mesh and select Mesh > Cleanup > Merge By Distance.

Step 7: Select the mesh BASE we merged, and the bones. click Ctrl P and select With Automatic Weights. Everything should work fine (it did for me).

Step 8: Now you have to recombine the rest of the mesh, we just wanted a base for the paint to start to actually paint it.
Go to object mode, AA to deselect, A to select all. Shift Click the armature to deselect it. Shift click the Body to make sure it’s the Active element. (light yellow outline). Scroll down the layers panel to the bottom and right-click the SK_Mannequin select Deselect. then Ctrl J to end up with Everything parented back into a weighted mesh (we renamed Base).

Step 9: tedious weight painting. First thing first, you can remove the IK bones from the groups.

9.1 Select the mesh BASE, go into the Mesh properties (upside down Triangle in the panel) find IK_ stuff, select it, press the - button.
9.2 Switch the mode to Weight Paint, and enjoy an evening of figuring out how to weight paint a character…

For that, you can refer to a number of youtube tutorials. the more complex the mesh, the harder this will be https://www.youtube.com/watch?v=Tl4qTgwQwYw

9.3 To use weight paint and Bone/Pose in blender 2.8 Select both Mesh and Bones, making sure the Mesh is the last active item, then switch to Weight Paint mode, and you can CtrlClick the bones to change.

9.4 In this mode, at any time with a bone selected press R to rotate it and check that nothing but what you need moves - Automatic paint has a tendency to include far off things into the motion of a bone at times. so your hand/palm may move along with the leg/thigh. This might be linked to several different bones in the chain. You can change it sort of easily by going to Wireframe View, setting the weight paint to 0, and hitting the whole Arm/Leg whatever section on all the bones in the chain or until the parts are properly isolated.

9.5 Deal with all the main joints - because of the armor being strange in blender the automatic weights will be strange.

– This will get you started, I’m trying to see if Associating with the Metarig from my plugin gives better base results.

PS: If you made this mesh (or not), double-check things. there is a lot of issues with the face meshes being separate parts and Sharp Seams being tossed around where they should not be.