(More recent post to Unreal Animation Forum can be found at [this link]. If looking to help or find information, that’s probably a better place to check.)
I’ve been trying very hard for the past few months to get something with root motion to import successfully from Blender to UE4, but with little success. After trying many different things to get some models in, I finally decided to make the least complicated model I could, just to try and figure out how to get things to work. Here are the results:
First, my model in Blender. About as simple an armature model as possible, with only two bones, and a three frame forward walk animation.
This is with units in Blender set to metric, with a scale of 0.01, which has been (ctrl-a) applied to both the armature and the mesh. I exported an fbx two times, once using 7.4 binary, and once using 6.1 ASCII, with the rest of the settings like so:
This version imported seemingly nicely into Unreal. However, when turning on root motion, regardless of which Root Motion Root Lock option I choose, the forward animation “snaps” back into place after moving, rather than continuing forward like it should.
This version imported at 100x larger than it should’ve. However, when selecting root motion in the animation view, it correctly moved forward, though the correct speed was 100x too slow relative to its body. Also, when actually playing the game, the character did not move at all, despite being set to use the animation asset.
I’m honestly running out of steam here. I’ve been searching for quite a while, and to no avail. Anyone have any thoughts?
Also, in case anyone is interested, here are some of the similar problems I’ve been having, which are also unresolved, the first one especially being very related to this: