Blender to Unreal - Imported Animation Warping Heavily

I have designed a rig in blender of a robot which can transform into a ball, which is then supposed to roll as you move. The robots arms and legs have quarter-spheres attached to them which form the outside of the ball.

The animations of the robot in its humanoid form work perfectly fine (as far as I can tell), but when I play any animation in its ball mode about a dozen different parts of the robots body scale or dislocate as it plays.

I have tried switching the mesh to a simple ball mesh with no joints, but the rig will still flip out for a split second during the transition as it gets into ball mode with the humanoid rig before switching to the simple ball mesh.

I have a hypothesis it has something to do with the fact that the ball position requires that many of the bone joints are essentially centered in the mesh, but that would be somewhat of an inconvenient thing to change based on the design.

Here is a link to a video showing the animation in question: recording_model_issues.mov - Google Drive

Because you are using blender - And this also mean that no one at blender has figured out why scaling rotates joints randomly when exporting FBX.

Try to make yet another bug report with blender. That’s about all you can do. It’s been going on for 2 or 3 years now, so the solution is to just never scale bones in blender.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.