Character twisted/distorted when animated - Imported from Blender

Hi guys,

I’ve created a very basic character using the exact same skeleton as the one used in Unreal (I imported the skeleton direct), used automatic painted weights to the character and imported it into Unreal to test and the model is all distorted and twisted when animating. The bones are all name correctly and the hierarchy matched exactly.

I then tried the Unreal mesh itself by exporting Quinn, putting it into blender, doing 0 changes, exporting it again to FBX then importing that into Unreal. The same twisted result when animating for some reason.

Any idea why this is happening? It must be some setting I’m missing when importing/exporting

Image of poor Quinn in the default idle pose.

do you get any error messages upon import?

I did not - the mesh got applied to the skeleton seemingly without issue (until I apply an animation)

Hm, could it just be that you weight painted with the symmetry option turned on in blender? the unreal skeleton has weird asymmetric bone rolls, might be causing the twisting

The screenshot is of the default Unreal Quinn model that I have not touched other than bringing it into Blender and straight back out into Unreal as a control test. So I don’t think it is related to weight painting.

My bad, this made me think you did some weight painting on it and then imported it into unreal

image

I’ve made some improvements by changing the bone axis on export from Blender. It’s still not good enough, but at least now I know it has something to do with bone rotation/axis on export. (X primary, Y secondary)
If anybody knows what the specific issue is and how to resolve it then any help is appreciated :slight_smile:

Okay so this was a bone orientation issue. When bringing in the Unreal skeleton I was checking the box for automatic bone orientation - as this fixes the weird way the bones look in Blender. I was under the incorrect presumption that this was a visual-only change in how the bones look in blender.

tl;dr: ensure the bone orientation/axis settings are the same on import as export. Oops.

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