TLDR: Trouble understanding how to get char anim data from Blender → FBX → Unreal (using the UE4 Skele)
I’ve used GameRigTools UE 4 Deform Skele to weight paint a character’s body and gear.
I’ve been able to parent the body and gear to the UE 4 Game Skele (Actual Engine Version, not Deform) and attach it via leader pose comp.
The Workflow is simple:
- Parent to Deform Skele (gives vertex groups)
- Pose and Weight Paint (Deform skele easier to pose)
- Then Parent to UE 4 Game Skele (Empty Groups) before Exporting selected objects (Meshes & Skeleton)
- Import to Unreal and select the UE 4 Skele as the Skeleton Asset
This all deforms correctly in-engine with anims I’ve downloaded (already FBX)
However, I’m struggling in exporting my own anims from blender into Unreal.
My question is regarding which skeleton to use for the FBX:
Does the Deform Skele to Game Skele Workflow I mentioned prior work on animations as well?
- I’ve made an animation in Blender using the Deform Skele (for ease of use)
- But when I parent the objects to the Game Skeleton, they don’t move.
- So I thought to transfer the anim data from the Deform Skele to the Game Skele
- Predictably, this caused the game skele to animate completely wrong (likely coord inconsistencies)