Can anyone help or direct me to definitive tutorials on proper rigging in Blender of imported FBX files, allowing the use of included character animations? Alternately, can an FBX be rigged inside Unreal?
When I set the FBX character import option to “None” for skeleton, the character’s limbs are static during game play. When I set the FBX character import option to “UE4_Mannequin_Skeleton” for skeleton, the character and rig ‘explode’ in unpredictable ways.
The files can be downloaded here…
Unreal Files: Dropbox - Error
Blender File: Dropbox - Error
FBX File: Dropbox - Error
Thank you in advance for your help! This is a game-stopper (pun intended).
The Unreal Engine youtube channel covered this a while back, and after watching that I was able to successfully export character and animations from Blender and import into UE4 without major issues. There are a few things in the video you need to pay extra attention to (such as the FBX exporter settings, and UE4 import settings). Check it out!
I looked into your blendfile and it is looking not to bad for me.
I would rig it a bit different, because now you are bending the bones.
Rig one bone to one bone.
When you are in weightpaintmode, use Shift-k to set bone weight on specific bone, you before selected with strg and rmb.
Then change weight on weightpallette and invert selection strg-i and apply zero weight to all other bones with shift k.
When i export with these options i have no problem, so far. (but i use worldscale metric / 0.01(!))
When you inport a fresh skeleton, do not choose existing one…