[QUOTE=Baltah;205508]
Hi People,
i searched the Forum pages and found nothing that helped me 100%. My English Skills are not the Best, but maybe Someone who can speak german or turkish can help me?
When i import Fbx Files, that i exportet from Blender into Unreal Engine a Big Cube are small like a sugar cube and when i export back to blender same problem occours there, too.
I watched on youtube many tutorials but was not lucky @ myself. I even testet many Heights etc..
Can anyone help me please, iam frustated like hell…
Iam Using the Standard Fbx Addon from Blender that came with 2.73. Any Solutions?! btw…what is the standard height of walls chars in Unreal?!
Thank You.
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Hello.
I’m posting this in addition to my previous post (post #11 on this thread)
That post describes a workflow that has worked well for me. However, I found that the orientation of my mesh was actually not accurate.
I’ve done a bit of experimentation, and after multiple tries:
and some more digging around, I found out that the following settings will
always work, even if you use the FBX 7.4 Binary exporter:
Blender 2.73
Unreal Engine 4.7.3
Static mesh orientation: Suzanne should be facing towards -X, while keeping the default Z as up and -Z as down.
In Blender, location, rotation and scale need to be applied via ctrl+a, apply Location, Rotation, Scale
Blender Units: Metric
Blender Scale: 1
FBX Export settings:
Scale: 100
Forward: -Z
Up: Y
Select Mesh (and Armature if exporting a skeletal mesh - though I have not yet tested these settings when exporting an armature. I’ll post an update when I do)
Apply Modifiers: Enable
Smoothing: Edge or face will work just fine.
Loose Edges: Disabled
Tangent Space: Disabled? (mine is grayed out)
Only Deform Bones: Enable if you don’t want to export IK bones (if your skeletal mesh contains animations)
Custom Properties: ??? (mine is disabled)
Add Leaf Bones: Disabled (must be disabled, Kevin Vassey can explain why better than me - Honestly, watch this video https://www.youtube.com/watch?v=Ayp1lof0RJU )
Primary & Secondary: Only matter for leaf bones.
Baked Animation: Enable
NLA Strips: Enable
All Actions: Enable
Sampling Rate:** 1**
Simplify: 1
Path Mode: Auto
Batch Mode : Off
Batch Own Dir: Enable
Images:
-
Blender mesh orientation, units and scale:
-
Blender FBX Export Settings (Tested only with static meshes so far):
-
UE4 Import settings:
-
UE4 Successful Thumbnail created (notice that the orientation is exactly as it should, compared with the UFO asset provided in the Flying example)
-
UE4 Imported mesh is correctly scaled and rotated:
5.A. Compared to the UFO Mesh:
5.B. Suzanne is in the scene, correctly scaled, correctly placed at 0 on the Z(up-down) axis, and facing the right direction (which is +X in UE4 - Added a player start actor to the scene to compare with its arrow orientation)
I hope this helps you and anybody else who’s struggling with the same issue.
I will get back on this thread and post after I try the same workflow with a skeletal mesh with animations.
Have a good day everyone!
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Edits
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Exporting Skeletal Meshes with animation is buggy when using Blender’s FBX 7.4 Binary export mode
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In the last few hours I’ve been fiddling with Blender’s fbx exporter.
The outcome: I couldn’t get the 7.4 binary to work well with skeletal meshes.
I won’t clutter this post with tons of fail screenshots, but the quick description is that based on various scales in Blender or in the exporter, in UE4 I always get crazy scales.
Furthermore, in UE4 I get a certain size on the mesh itself (when dragging into the scene), and a completely different size (usually 100 times larger or smaller) on the animation (dragging into scene or opening in Persona)
Needless to say, there’s some crazy scaling going on in PhAT as well.
Well then, what’s the fix then? - you might ask.
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Use FBX 6.1 ASCII exporter in Blender (I’ve already written about it on a previous post on this thread)
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Ok, so here are some guidelines on how to use this exporter.
First of all, this should apply to Blender 2.73. If not, download 2.74 RC2 because that’s what I’m currently using (just installed it one hour after my original post.
Important: The mesh should now be facing +X rather than -X(what i was using for the binary exporter)
Also Important: In my .blend file, Suzanne is not the original Suzanne. I’ve scaled her on all axes and then applied via Ctrl+A - apply scale.
You’ll see in the screenshots below that in UE4, the mesh is the exact same size as it is in blender.
Found this to be important as well: This is the correct workflow:
- Open Blender.
- New File
- Set world scale to 0.01 (see screenshots below - scale and units settings are visible in the first one)
- Select everything, then delete.
4+ Add Suzanne, scale her so that she’s at least 1 meter tall.
4++ Rotate Suzanne 90 degrees on the Z axis (so that she is now facing towards +X
- Save this as the startup file via File -> Save startup file
- Now start working
This way, you will always have a UE4-FBX-Export-compatible file to start with, and Suzanne will help you remember which direction is which.
Using the method described below, you’ll actually have the same orientation for the axis as in UE4 (X is X, Y is Y, and Z is Z)
I suggested rotating Suzanne because in UE4, +X is considered to be forward, and not -Y as it is in Blender. This isn’t a big issue, as the axes are the same, so if an arrow points towards +X in Blender, it will do the same in UE4.
The only thing to keep in mind is to have all your assets facing +X in Blender.
This might be a bit confusing, but what this means is basically that when you hit Numpad 1 in Blender, you won’t get a UE4 “Front” view, but rather a UE4 side view.
I have already got used to using Numpad 3 to get a UE4 “Front” view in Blender.
Oh, one more thing about this, and actually an even more confusing fact:
In UE4, the “Front” and “Side” labels in all views are swapped. The window that says “Front” is actually “Side” and vice-versa.
There’s an open question about this here: Topics tagged unreal-engine & question
Blender 2.74 RC2
Unreal Engine 4.7.3
Static mesh orientation: Suzanne should be facing towards +X, while keeping the default Z as up and -Z as down.
In Blender, location, rotation and scale need to be applied via ctrl+a, apply Location, Rotation, Scale
Blender Units: Metric
Blender Scale: 0.01
FBX Export settings:
Scale: 1
Forward: -Z
Up: Y
Everything else is the same as for the 7.4 binary (scroll up and you’ll see the full list)
Images:
-
Blender mesh orientation, units and scale:
-
Blender FBX Export Settings (Tested only with static meshes so far):
-
UE4 Import settings:
-
UE4 Successful Thumbnail created (notice that the orientation is exactly as it should, compared with the UFO asset provided in the Flying example)
-
Suzanne is in the scene, correctly scaled, correctly placed at 0 on the Z(up-down) axis, and facing the right direction (which is +X in UE4 - Added a player start actor to the scene to compare with its arrow orientation)
I’ll be back and edit this after I fiddle with the skeletal mesh and animation export/import.
… Well, I’m back!
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Skeletal Meshes with/without Animation - Use FBX 6.1 ASCII exporter in Blender
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I’ve done some tests with this and it seems that everything that I stated before (since the Edits tag) will also work for skeletal meshes with or without animation.
To have a good result, the following need to be done:
- Follow everything stated in this post regarding Blender’s 6.1 ascii export. I mean everything.
- Workflow: when and how to create the default file, when to start working. (scroll up, you’ll see everything at the beginning of the Edits section
- Blender FBX export settings - again, scroll up, everything’s here
- Make sure you have a good object hierarchy in Blender - screenshot attached below.
- A correct hierarchy would be
- Armature
–+Animations
–+Collection of bones (also named Armature, which is a bit confusing, as you do not actually have 2 armatures.
----+Root Bone
--------+Other Bones
–+Pose Libraries
–+Mesh(or Meshes)
- Don’t panic if the bone count in UE4 is (Blender bone count) + 1. It’s normal, because of the Armature object that Blender adds.
That’s all! Basically, your exported scene or object should only be an Armature. Everything else should be inside of it.
Blender Scene:
Blender Export: same as for the static mesh (scroll up to see the FBX 6.1 ASCII exporter settings)
UE4 Import Settings:
UE4 Scene - Location, orientation, scale, animation, thumbnail - all are correct:
Important Note: If you do not begin with a startup file that was already prepared (scale, etc.) as I mentioned at the beginning of the Edit section, then the export will be unpredictable. I had different results when I tried to apply the correct scene units and scale to an existent file.
Anyway, if you use the workflow that I described, everything should work just fine.
Suzanne Approves:

***** The gif above is a screen capture from UE4. The suzanne animation was created in Bleder, then the “rigged” and animated Suzanne was exported as 6.4 ASCII FBX using the method described above. After that the FBX was imported into UE4, and the animation asset was dragged into the scene.
For scale comparison purposes, I’ve included the static Suzanne as well.