Hiya Unreal Community,
I’ve been struggling with the Blender (2.74) to Unreal (4.8 - 4.9) pipeline for quite some time now. Currently, I’m trying to get the physics asset working from an imported Blender file. Unfortunately, despite a seemingly sound bone hierarchy, Unreal appears to treat everything on the second level of the hierarchy as its own root.
With all constraints locked, shouldn’t the mesh not deform at all?
Here’s what we’re dealing with. A couple of adorable space things.
Here’s the order of events.
- We’ve got our mesh, with the skeleton showing. Something definitely seems amiss with the root bone section.
- Simulating, with gravity. The head appears to be detaching from the body as gravity takes its toll.
- Dear lord what have we done.
- Exploding mesh. Which is cool and all, but not quite what I’m looking for.
Again, all constraints are set to locked, and the same occurs when all collisions between bodies are disabled. Any thoughts?
Thanks,
Trekopep
EDIT 9/8/15: Some new insights:
- When Linear Constraints are set
to free, everything seems to be
relatively normal, apart from the
hierarchy showing the root bone as
flying all over the place due to the
rotation of other bones. - When Linear Constraints are set
to locked and Linear Breakable is set to true, with the exception of some bones that erratically fly off, it behaves similarly to when Linear Constraints are set to free. There is little constraining to be seen. - When Enable Projection is turned on, the entire mesh flies around erratically, usually going off-screen within a second or two.
Does this help identify the problem at all?