I am having lots of a issues trying to import the simplest of character animation to Unreal.
I am using Blenders Rigify Addon to create and animate the rig. I tried severel setting to export / import it to Unreal but even with this trial and error I can not make it work.
The result is so weird, please see in the pictures attached. It is so frustrating that even the simplest things don’t work…
I hope you wonderful people can tell me your workflow or the settings that are neccesar to make it work.
Would be much appreciated.
yes everything was applied before. I indeed missed that before, tried to applied afterwards and it indeed made my mesh explode.
Made a new rig after that action and applied everything before I actually started to animate. Still have this issue. Thats why I started this post.
the animation is actually not what you expect / forgot to bake the frames or set the export settings.
bad weight paint.
bad uvs.
bas normals.
the list just keeps on going since we have no reference frame.
If you set the scale initially, and animated with the proper scale, all should be good in terms of animation export (except for the export settings).
If you changed the scale midway, then the animation needs to be thrown out and redone or scaled and adjusted as well.
if your bone structure in UE4 is incorrect, then obviously results won’t be great.
Also each bone requires processing, so the rig bones should really not be exported along- that’s how the deform bone option comes into play.
Start with figuring out if your imported bone structure is good. Move down the list.
in my case it was actually just the scale, that **NotSoAccurateNo1 **mentioned, that solved the issue.
I heard already that this scene scale might be a thing, but since the meshes came in fine… anyway - thanks a lot for your quick support!