Blender .fbx animations problem

Hi ,

Thanks for posting the link to the Blender . I passed this along to our developers and this is being looked at as a bug which they will likely have to collaborate with the Blender team to resolve. Since I cannot speak to anything regarding the Blender side of things, I can only say that we are doing what we can to resolve the anomalies in the animation fbx workflow from Blender to UE4.

In the meantime, users experiencing this issue can use the workaround provided here by Positivity. If we are able to get this resolved officially, an update will be added to this post.

Thank you for the feedback and workaround steps.

Hi

The test build linked in the developer.blender.org thread solves most of the problems. As far as I understand the problems still occur only when you import the standard UE4 skeleton into Blender, and then export the animations. As I do not use the standard skeleton in my project I can confirm that for rigs created from scratch everything works fine.

You can also have a look here, as the tasks have been merged in the meantime:
link text

Hi, I know this is a long while, but I have an urgent question. I keep trying to do what you say and it does not work. I add an extra keyframe at 0 (no translation), but when I import into Unreal it never works, one way or another. The mesh disappears within the animations.

This bug I think is more or Less fixed… maybe you are doing something wrong with your animations? Also when you add Extra keyframe you Must Move Bone Slightly … just a little bit … So it registers something… but I have not Encountered this bug anymore so i don’t know. Also, Post some Picture or something so we can see what is happening…

As far as I understand the problems still occur only when you import the standard UE4 skeleton into Blender, and then export the animations.

This happens because Blender always points bones in +Y direction, while FBX supports pointing each bone in any orientation. The UE4 skeleton has one leg’s bones pointing in +X while the other points in -X, which Blender is not capable of preserving during import/export. If you use Blenders “Automatic Bone Oriention” the data will look fine when it’s imported into Blender, but it no longer has any correspondence to the UE4 skeleton.

The way to work with Blender and UE4 is to use a skeleton rig defined in Blender which has all bones pointing in +Y direction. If you need to get your animations onto another skeleton in UE4, import them first on a Blender compatible skeleton, then retarget them to the other one inside UE4.

For more information, see this bug…