Can't import animations from Blender to UE4

My animations aren’t imported correctly to UE4 after exporting them from Blender; They are way too small, and I’m also getting the warning
"FBXImport: Warning: Imported bone transform is different from original. Please check Output Log to see detail of error. ".

and in the log:

LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (toe_R:62)
Source Global Transform (-14.412943,28.386255,2.238282|4.867350,-5.920927,-176.496948|99.999916,99.999992,100.000076),
Converted Global Transform (-0.144129,0.283862,0.022383|4.867343,-5.920925,-176.496948|0.999999,1.000000,1.000001)

It seems as if there is a scale of 100 or 0.001, but I can’t find it anywhere!

Attached export options + hierarchy.

Things I tried so far:

  1. Using scale of 0.001 on export. This actually resulted in somewhat infinite loop (I waited only 3-4 minutes, but usually it takes 3-4s so…)
  2. “Armature FBXNode Type” - tried with null
  3. Changing armature name to “any name” (now it’s named Skeleton)
  4. Setting the root bone name to “Root” (right now it’s named BN_Root)
  5. Setting the root object name to “Root” (right now it’s named Root)

It’s very important to apply scale in Blender before you export anything. If you select your armature/mesh in Blender and look at the “N” sidebar there should be 1.0 in all those “Scale” entries. In Blender I’m using scene settings metric with unit scale 0.01. In the “Export FBX” settings (like shown in your screenshot) I’m even using 1.0 as scale … but I switched to Y Forward Z up after verifying my skeleton in some MS 3d viewer. I think that Y Forward thingy does not matter in UE4 finally - and it would not fix any of your issues (I’m sure that Blender does not support the native UE4 axis like Maya anyway (which is not that much of an issue as UE4 got a very good retargetting tool)).

The scale needs to 0.01 not 0.001 you got an extra zero in your setting.

Here’s my edited fbx export script. The defaults are set to these settings you just need to switch init.py. Simplify screws up animations so it must be 0.0 and you don’t need to add leaf bones. Smoothing is set to edge and its set to X forward Z up.

\2.80\scripts\addons\io_scene_fbx_init_.py


# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

#

bl_info = {
    "name": "FBX format",
    "author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
    "version": (4, 13, 1),
    "blender": (2, 80, 0),
    "location": "File > Import-Export",
    "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
    "warning": "",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX",
    "support": 'OFFICIAL',
    "category": "Import-Export",
}


if "bpy" in locals():
    import importlib
    if "import_fbx" in locals():
        importlib.reload(import_fbx)
    if "export_fbx_bin" in locals():
        importlib.reload(export_fbx_bin)
    if "export_fbx" in locals():
        importlib.reload(export_fbx)


import bpy
from bpy.props import (
        StringProperty,
        BoolProperty,
        FloatProperty,
        EnumProperty,
        )
from bpy_extras.io_utils import (
        ImportHelper,
        ExportHelper,
        orientation_helper,
        path_reference_mode,
        axis_conversion,
        )

#@orientation_helper(axis_forward='-Z', axis_up='Y')
@orientation_helper(axis_forward='X', axis_up='Z')
class ImportFBX(bpy.types.Operator, ImportHelper):
    """Load a FBX file"""
    bl_idname = "import_scene.fbx"
    bl_label = "Import FBX"
    bl_options = {'UNDO', 'PRESET'}

    directory: StringProperty()

    filename_ext = ".fbx"
    filter_glob: StringProperty(default="*.fbx", options={'HIDDEN'})

    ui_tab: EnumProperty(
            items=(('MAIN', "Main", "Main basic settings"),
                   ('ARMATURE', "Armatures", "Armature-related settings"),
                   ),
            name="ui_tab",
            description="Import options categories",
            )

    use_manual_orientation: BoolProperty(
            name="Manual Orientation",
            description="Specify orientation and scale, instead of using embedded data in FBX file",
            default=False,
            )
    global_scale: FloatProperty(
            name="Scale",
            min=0.001, max=1000.0,
            default=1.0,
            )
    bake_space_transform: BoolProperty(
            name="!EXPERIMENTAL! Apply Transform",
            description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
                        "target space is not aligned with Blender's space "
                        "(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
            default=False,
            )

    use_custom_normals: BoolProperty(
            name="Import Normals",
            description="Import custom normals, if available (otherwise Blender will recompute them)",
            default=True,
            )

    use_image_search: BoolProperty(
            name="Image Search",
            description="Search subdirs for any associated images (WARNING: may be slow)",
            default=True,
            )

    use_alpha_decals: BoolProperty(
            name="Alpha Decals",
            description="Treat materials with alpha as decals (no shadow casting)",
            default=False,
            )
    decal_offset: FloatProperty(
            name="Decal Offset",
            description="Displace geometry of alpha meshes",
            min=0.0, max=1.0,
            default=0.0,
            )

    use_anim: BoolProperty(
            name="Import Animation",
            description="Import FBX animation",
            default=True,
            )
    anim_offset: FloatProperty(
            name="Animation Offset",
            description="Offset to apply to animation during import, in frames",
            default=1.0,
            )

    use_custom_props: BoolProperty(
            name="Import User Properties",
            description="Import user properties as custom properties",
            default=True,
            )
    use_custom_props_enum_as_string: BoolProperty(
            name="Import Enums As Strings",
            description="Store enumeration values as strings",
            default=True,
            )

    ignore_leaf_bones: BoolProperty(
            name="Ignore Leaf Bones",
            description="Ignore the last bone at the end of each chain (used to mark the length of the previous bone)",
            default=False,
            )
    force_connect_children: BoolProperty(
            name="Force Connect Children",
            description="Force connection of children bones to their parent, even if their computed head/tail "
                        "positions do not match (can be useful with pure-joints-type armatures)",
            default=False,
            )
    automatic_bone_orientation: BoolProperty(
            name="Automatic Bone Orientation",
            description="Try to align the major bone axis with the bone children",
            default=False,
            )
    primary_bone_axis: EnumProperty(
            name="Primary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='Y',
            )
    secondary_bone_axis: EnumProperty(
            name="Secondary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='X',
            )

    use_prepost_rot: BoolProperty(
            name="Use Pre/Post Rotation",
            description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)",
            default=True,
            )

    def draw(self, context):
        layout = self.layout

        layout.prop(self, "ui_tab", expand=True)
        if self.ui_tab == 'MAIN':
            layout.prop(self, "use_manual_orientation"),
            sub = layout.column()
            sub.enabled = self.use_manual_orientation
            sub.prop(self, "axis_forward")
            sub.prop(self, "axis_up")
            layout.prop(self, "global_scale")
            layout.prop(self, "bake_space_transform")

            layout.prop(self, "use_custom_normals")

            layout.prop(self, "use_anim")
            layout.prop(self, "anim_offset")

            layout.prop(self, "use_custom_props")
            sub = layout.row()
            sub.enabled = self.use_custom_props
            sub.prop(self, "use_custom_props_enum_as_string")

            layout.prop(self, "use_image_search")
            # layout.prop(self, "use_alpha_decals")
            layout.prop(self, "decal_offset")

            layout.prop(self, "use_prepost_rot")
        elif self.ui_tab == 'ARMATURE':
            layout.prop(self, "ignore_leaf_bones")
            layout.prop(self, "force_connect_children"),
            layout.prop(self, "automatic_bone_orientation"),
            sub = layout.column()
            sub.enabled = not self.automatic_bone_orientation
            sub.prop(self, "primary_bone_axis")
            sub.prop(self, "secondary_bone_axis")

    def execute(self, context):
        keywords = self.as_keywords(ignore=("filter_glob", "directory", "ui_tab"))

        from . import import_fbx
        return import_fbx.load(self, context, **keywords)

#@orientation_helper(axis_forward='-Z', axis_up='Y')
@orientation_helper(axis_forward='X', axis_up='Z')
class ExportFBX(bpy.types.Operator, ExportHelper):
    """Write a FBX file"""
    bl_idname = "export_scene.fbx"
    bl_label = "Export FBX"
    bl_options = {'UNDO', 'PRESET'}

    filename_ext = ".fbx"
    filter_glob: StringProperty(default="*.fbx", options={'HIDDEN'})

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.

    ui_tab: EnumProperty(
            items=(('MAIN', "Main", "Main basic settings"),
                   ('GEOMETRY', "Geometries", "Geometry-related settings"),
                   ('ARMATURE', "Armatures", "Armature-related settings"),
                   ('ANIMATION', "Animation", "Animation-related settings"),
                   ),
            name="ui_tab",
            description="Export options categories",
            )
#default=False,
    use_selection: BoolProperty(
            name="Selected Objects",
            description="Export selected and visible objects only",
            default=True,
            )
    use_active_collection: BoolProperty(
            name="Active Collection",
            description="Export only objects from the active collection (and its children)",
            default=False,
            )
    global_scale: FloatProperty(
            name="Scale",
            description="Scale all data (Some importers do not support scaled armatures!)",
            min=0.001, max=1000.0,
            soft_min=0.01, soft_max=1000.0,
            default=1.0,
            )
    apply_unit_scale: BoolProperty(
            name="Apply Unit",
            description="Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)",
            default=True,
            )
    apply_scale_options: EnumProperty(
            items=(('FBX_SCALE_NONE', "All Local",
                    "Apply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0"),
                   ('FBX_SCALE_UNITS', "FBX Units Scale",
                    "Apply custom scaling to each object transformation, and units scaling to FBX scale"),
                   ('FBX_SCALE_CUSTOM', "FBX Custom Scale",
                    "Apply custom scaling to FBX scale, and units scaling to each object transformation"),
                   ('FBX_SCALE_ALL', "FBX All",
                    "Apply custom scaling and units scaling to FBX scale"),
                   ),
            name="Apply Scalings",
            description="How to apply custom and units scalings in generated FBX file "
                        "(Blender uses FBX scale to detect units on import, "
                        "but many other applications do not handle the same way)",
            )
    bake_space_transform: BoolProperty(
            name="!EXPERIMENTAL! Apply Transform",
            description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
                        "target space is not aligned with Blender's space "
                        "(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
            default=False,
            )

    object_types: EnumProperty(
            name="Object Types",
            options={'ENUM_FLAG'},
            items=(('EMPTY', "Empty", ""),
                   ('CAMERA', "Camera", ""),
                   ('LIGHT', "Lamp", ""),
                   ('ARMATURE', "Armature", "WARNING: not supported in dupli/group instances"),
                   ('MESH', "Mesh", ""),
                   ('OTHER', "Other", "Other geometry types, like curve, metaball, etc. (converted to meshes)"),
                   ),
            description="Which kind of object to export",
            default={'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'},
            )

    use_mesh_modifiers: BoolProperty(
            name="Apply Modifiers",
            description="Apply modifiers to mesh objects (except Armature ones) - "
                        "WARNING: prevents exporting shape keys",
            default=True,
            )
    use_mesh_modifiers_render: BoolProperty(
            name="Use Modifiers Render Setting",
            description="Use render settings when applying modifiers to mesh objects",
            default=True,
            )
    mesh_smooth_type: EnumProperty(
            name="Smoothing",
            items=(('OFF', "Normals Only", "Export only normals instead of writing edge or face smoothing data"),
                   ('FACE', "Face", "Write face smoothing"),
                   ('EDGE', "Edge", "Write edge smoothing"),
                   ),
            description="Export smoothing information "
                        "(prefer 'Normals Only' option if your target importer understand split normals)",
            default='EDGE', # default='OFF',
            )
    use_mesh_edges: BoolProperty(
            name="Loose Edges",
            description="Export loose edges (as two-vertices polygons)",
            default=False,
            )
    use_tspace: BoolProperty(
            name="Tangent Space",
            description="Add binormal and tangent vectors, together with normal they form the tangent space "
                        "(will only work correctly with tris/quads only meshes!)",
            default=False,
            )
    use_custom_props: BoolProperty(
            name="Custom Properties",
            description="Export custom properties",
            default=False,
            )
    add_leaf_bones: BoolProperty(
            name="Add Leaf Bones",
            description="Append a final bone to the end of each chain to specify last bone length "
                        "(use this when you intend to edit the armature from exported data)",
            default=False #True for commit!
            )
    primary_bone_axis: EnumProperty(
            name="Primary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='Y',
            )
    secondary_bone_axis: EnumProperty(
            name="Secondary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='X',
            )
    use_armature_deform_only: BoolProperty(
            name="Only Deform Bones",
            description="Only write deforming bones (and non-deforming ones when they have deforming children)",
            default=False,
            )
    armature_nodetype: EnumProperty(
            name="Armature FBXNode Type",
            items=(('NULL', "Null", "'Null' FBX node, similar to Blender's Empty (default)"),
                   ('ROOT', "Root", "'Root' FBX node, supposed to be the root of chains of bones..."),
                   ('LIMBNODE', "LimbNode", "'LimbNode' FBX node, a regular joint between two bones..."),
                  ),
            description="FBX type of node (object) used to represent Blender's armatures "
                        "(use Null one unless you experience issues with other app, other choices may no import back "
                        "perfectly in Blender...)",
            default='NULL',
            )
    bake_anim: BoolProperty(
            name="Baked Animation",
            description="Export baked keyframe animation",
            default=True,
            )
    bake_anim_use_all_bones: BoolProperty(
            name="Key All Bones",
            description="Force exporting at least one key of animation for all bones "
                        "(needed with some target applications, like UE4)",
            default=True,
            )
    bake_anim_use_nla_strips: BoolProperty(
            name="NLA Strips",
            description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
                        "instead of global scene animation",
            default=True,
            )
    bake_anim_use_all_actions: BoolProperty(
            name="All Actions",
            description="Export each action as a separated FBX's AnimStack, instead of global scene animation "
                        "(note that animated objects will get all actions compatible with them, "
                        "others will get no animation at all)",
            default=True,
            )
    bake_anim_force_startend_keying: BoolProperty(
            name="Force Start/End Keying",
            description="Always add a keyframe at start and end of actions for animated channels",
            default=True,
            )
    bake_anim_step: FloatProperty(
            name="Sampling Rate",
            description="How often to evaluate animated values (in frames)",
            min=0.01, max=100.0,
            soft_min=0.1, soft_max=10.0,
            default=1.0,
            )
    bake_anim_simplify_factor: FloatProperty(
            name="Simplify",
            description="How much to simplify baked values (0.0 to disable, the higher the more simplified)",
            min=0.0, max=100.0,  # No simplification to up to 10% of current magnitude tolerance.
            soft_min=0.0, soft_max=10.0,
            default=0.0,  # default: min slope: 0.005, max frame step: 10.
            )
    path_mode: path_reference_mode
    embed_textures: BoolProperty(
            name="Embed Textures",
            description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
            default=False,
            )
    batch_mode: EnumProperty(
            name="Batch Mode",
            items=(('OFF', "Off", "Active scene to file"),
                   ('SCENE', "Scene", "Each scene as a file"),
                   ('COLLECTION', "Collection",
                    "Each collection (data-block ones) as a file, does not include content of children collections"),
                   ('SCENE_COLLECTION', "Scene Collections",
                    "Each collection (including master, non-data-block ones) of each scene as a file, "
                    "including content from children collections"),
                   ('ACTIVE_SCENE_COLLECTION', "Active Scene Collections",
                    "Each collection (including master, non-data-block one) of the active scene as a file, "
                    "including content from children collections"),
                   ),
            )
    use_batch_own_dir: BoolProperty(
            name="Batch Own Dir",
            description="Create a dir for each exported file",
            default=True,
            )
    use_metadata: BoolProperty(
            name="Use Metadata",
            default=True,
            options={'HIDDEN'},
            )

    def draw(self, context):
        layout = self.layout

        layout.prop(self, "ui_tab", expand=True)
        if self.ui_tab == 'MAIN':
            layout.prop(self, "use_selection")
            layout.prop(self, "use_active_collection")

            col = layout.column(align=True)
            row = col.row(align=True)
            row.prop(self, "global_scale")
            sub = row.row(align=True)
            sub.prop(self, "apply_unit_scale", text="", icon='NDOF_TRANS')
            col.prop(self, "apply_scale_options")

            layout.prop(self, "axis_forward")
            layout.prop(self, "axis_up")

            layout.separator()
            layout.prop(self, "object_types")
            layout.prop(self, "bake_space_transform")
            layout.prop(self, "use_custom_props")

            layout.separator()
            row = layout.row(align=True)
            row.prop(self, "path_mode")
            sub = row.row(align=True)
            sub.enabled = (self.path_mode == 'COPY')
            sub.prop(self, "embed_textures", text="", icon='PACKAGE' if self.embed_textures else 'UGLYPACKAGE')
            row = layout.row(align=True)
            row.prop(self, "batch_mode")
            sub = row.row(align=True)
            sub.prop(self, "use_batch_own_dir", text="", icon='NEWFOLDER')
        elif self.ui_tab == 'GEOMETRY':
            layout.prop(self, "use_mesh_modifiers")
            sub = layout.row()
            sub.enabled = self.use_mesh_modifiers
            sub.prop(self, "use_mesh_modifiers_render")
            layout.prop(self, "mesh_smooth_type")
            layout.prop(self, "use_mesh_edges")
            sub = layout.row()
            #~ sub.enabled = self.mesh_smooth_type in {'OFF'}
            sub.prop(self, "use_tspace")
        elif self.ui_tab == 'ARMATURE':
            layout.prop(self, "use_armature_deform_only")
            layout.prop(self, "add_leaf_bones")
            layout.prop(self, "primary_bone_axis")
            layout.prop(self, "secondary_bone_axis")
            layout.prop(self, "armature_nodetype")
        elif self.ui_tab == 'ANIMATION':
            layout.prop(self, "bake_anim")
            col = layout.column()
            col.enabled = self.bake_anim
            col.prop(self, "bake_anim_use_all_bones")
            col.prop(self, "bake_anim_use_nla_strips")
            col.prop(self, "bake_anim_use_all_actions")
            col.prop(self, "bake_anim_force_startend_keying")
            col.prop(self, "bake_anim_step")
            col.prop(self, "bake_anim_simplify_factor")

    @property
    def check_extension(self):
        return self.batch_mode == 'OFF'

    def execute(self, context):
        from mathutils import Matrix
        if not self.filepath:
            raise Exception("filepath not set")

        global_matrix = (axis_conversion(to_forward=self.axis_forward,
                                         to_up=self.axis_up,
                                         ).to_4x4())

        keywords = self.as_keywords(ignore=("check_existing",
                                            "filter_glob",
                                            "ui_tab",
                                            ))

        keywords"global_matrix"] = global_matrix

        from . import export_fbx_bin
        return export_fbx_bin.save(self, context, **keywords)


def menu_func_import(self, context):
    self.layout.operator(ImportFBX.bl_idname, text="FBX (.fbx)")


def menu_func_export(self, context):
    self.layout.operator(ExportFBX.bl_idname, text="FBX (.fbx)")


classes = (
    ImportFBX,
    ExportFBX,
)


def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
    bpy.types.TOPBAR_MT_file_export.append(menu_func_export)


def unregister():
    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
    bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)

    for cls in classes:
        bpy.utils.unregister_class(cls)


if __name__ == "__main__":
    register()