Hello. I’ve been trying to edit the animations from the Default character when you start a third person project, the Mannequin. I exported the animation and the mesh + skeleton from UE4 and opened on blender. I tried copying the animaton data from the animation skeleton to the T-Pose skeleton, but the mesh gets really messed up. Is there any way to export the animation armature and the mesh with it? I’m using blender.
Thanks in advance.
I am not sure that can be done. I will give it shot and let you know what I come up with. Unreal breaks down the components when importing, into mesh, skeleton and animation files. I’m not sure that blender will read it correctly when trying to import from unreal. I know from experience that it does not like reading bone transforms from Maya.
You can to a degree edit animations in unreal. Give that a shot.
Thanks! I’ll be waiting. It’s tough to animate the bones without having the mannequin in there.
What i have found is that the animations import without the mesh. and the mesh imports without the animations. if you try to parent the bones of the animation to the mesh its parts go wild. With further testing its possible to maybe move the bones inline with the mesh and weight paint the mesh and then the animations will work. That is pretty time consuming even if you were familiar with the process. The problem is mostly the way blender specifically handles the storage of keyframes. It will export in the fbx just fine but there isnt a way to import that information into the correct place when coming from another source. My guess is now your best bet would be to either edit the animations in unreal which is tricky or try to skin it in blender to see if that works. Sorry I could not find a proper solution for you this time.
Found it!! Ok so in the content browser click on the mesh to open. Then goto the animation sequencer in the top right.
then in the lower right select the animation you want. then in top left click export. itll ask a question say yes. this fbx file will import to blender very well. If you need help with understanding blenders animation process dont hesitate to ask.
Yeah, what I did at first was importing to blender the T-Pose model with the armature, and then the animation. I tried copying the animation data from one armature to another, and, as you said, the mesh deforms in ways it shouldn’t. It also scales the bones down. I will try your method. Thank you for your time and dedication!