I don’t see any info on this. I keep getting the wrong forward vector. As I understand it, in UE X is the forward vector, however, the FBX imports with Y as Forward.
I tested this with Modo 801 sp1, and Maya 2014. Both Modo and Maya has Y-Up and Z-Forward.
It is quite strange not to see anyone else motioning anything about forward vectors. If the forward vector is wrong, all calculations such as move forward or look-at will be on the wrong axis.
On the right, about middle of the screen, there is Lightmap UV Index. The only way to expose it is to click the little downward pointing arrow at the the bottom of the Static Mesh settings box
The editor crashes when trying to import the file. It does recognize it as a skeletal mesh and when import is clicked the engine crashes. Importing the file as a static mesh works fine, even if the skeleton is exported.
Meshes with the same skeleton when imported are fine and don’t crash the editor. It just crashes with this mesh for some reason.
Attached is a link to the folder to dropbox with two files, one working and one broken.
Hi Eric,
Thanks for the quick reply. Maya 2011 was used (I know it’s a bit old). The file was exported as FBX 2011 and I’m not sure about this but I think it was converted to FBX 2013 using the Autodesk tool.
Cheers
Thank you for your report. This is a known issue with our importer switching scene space from Blender. It has been fixed in an upcoming build by providing an option to opt out of “Convert Scene.” This fix should be coming soon, as it is in QA testing now, but no definitive date just yet.
Ok, so I played around with it and checked the box- Overriden Light Map Res, and checked the box- Use Two Sided Lighting. The black spot is gone. This is freaking awesome. Thanks man. Sorry to not reply sooner. Been working crazy hours. Thanks again.
I’m also having an FBX import issue. The initial rigged FBX created with MakeHuman works fine. The same file exported to Blender, posed and then exported to FBX crashes UE every time. Here’s a file containing the working file (Highlander.fbx), the crashing file (Highlanderpose.fbx) and the log (CelShader.log).
Hello again, i am still having the same issue with the fbx importer since the 4.0 came out. Was being patient to see if anything has been updated that would solve my issue but it has not in the last 3 releases. So i am hoping i can send in the file and get some feedback. I have tried quite a few different things from deleting history, freezing transformations, export to obj then import to blender and export again to fbx to see if it was my maya application corrupting the file.
Every time i import this file it crashes and tells me to open my disc drive. I know it is not a small scene but i have had no issue importing larger scenes 5x over again and again.
!Id:2e1d68f7be0c9a46ffb3ecf9b65174df
Unknown exception - code 00000001 (first/second not available)
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 536]
Array index out of bounds: 65 from an array of size 6
In Blender 2.71 i have a character test hand made with armature only ( no Rigify plugin)
First issue , is Blender propose two exports : binary FBX or Ascii, using binary and importing in UE just crashes.
Importing in ASCII i go throught 3 steps that are 1) import static mesh in T pose without armature 2) import skeletal mesh with armature 3) import animations using a frame range.
In that last steps i have these issues :
-the collision volumes are 10 only while characte has more bones than 10.
import animations with frame range, like animation with frame begin = 5 to frame end = 25 (walk anim), UE imports only 17 frames, even choosing other longer movement and bigger frame range the problem remains it don’t import the exact frames number expected.
I put the file to download Blender character test : link text
So good news. I was able to import the asset without crashing my engine (4.3), but Bad news it took around 60+ mins to import. I opened the fbx in Maya no problem but I have some questions as to how you set it up, because I feel that some asset optimization might help clear up most of the importing problems.
As far as the No Disk, have you installed the engine to a drive which isn’t C OR have you moved the engine to another drive recently but not through the installation process?
I’m trying to apply an animation to a model imported from Maya. The import of the T-posed model immediately brings up a bunch of missing bones errors. Because of this, I’m assuming, when I attempt to drop an animation into Unreal and use it on the skeleton, my model becomes a tiny circular blob. Is there a way I can prep my rig for import into UE4? I’m on mac, so I don’t believe I can use that A.R.T. utility.
My problem is that after importing an fbx the imported mesh has unfilled faces. I checked the fbx with autodesk’s fbx viewer, and the mesh looks good in it. FBX attached.
Thank you very much!
Hi there since one week i have a problem with a skeletal mesh i’ve made on blender with the animation when importing it in unreal engine 4. After research it seams that nobody has my problems.
The animation is “crush” in blender at some points.
The skeletal mesh:
An exemple i mage with rigify tool in unreal engine 4.
In blender the animation is working great with no problems.
First I tought it was due to rigify so i decided to make my own rig and armature under blender.
But i still have this problem…
The animation in blender, no problems:
And it is crushed in UE
Of course sometimes the animation is working great when it is only an arm which is moving. But when i move the torso everything crushed in UE4(but not in blender, i repeat). I have also a problem with the foot, everything works great in blender and in UE it doesn’t work good.
I’m using the last version of the fbx exporter, blender 2.71 and UE 4.2
Thanks for your attention, hoping there is some guys using blender around here!
PS: And a very important point, i’m learning and i’m new to UE and blender, i started few month ago
You’re problem appears to be odd scales on the exported file, the joints are scaled down super tiny. I can’t see them in the Maya file though - try deleting all the scale tracks?