Son of a… I see now that when rigged in this way, moving bones in the edit mode doesn’t move the mesh. It’s working fine in pose mode. :rolleyes:
Also my IK data is still there which is good.
I feel that I am close. I export the model with armature, but uncheck baked animations and it seems to import the skeletal mesh. If I try to check export baked animations it screws up the model on import. I try to import the animations separately using a separate fbx export containing only the armature and animations. On the import screen I select the skeleton that was imported with the mesh. Unreal correctly identifies the file I’m trying to import as animations. However, when I try to import I get the folllowing error:
“FBXImport:Warning: Warning Imported bone transform is different from original. Please check Output Log to see detail of error.”
When I look at the output log, it seems as though every single bone in the skeleton generates a transform error as follows:
LogFbx:Warning: IMPORT TRASNFORM ERROR : Bone (Armature|ToeJointL_R:34)
Source Global Transform (-22.729170,211.232040,33.971336|0.000010,-157.606491,-0.000031|100.000015,100.000015,100.000000),
Converted Global Trasnform (-0.230589,1.332413,0.358693|0.000011,-157.606506,-0.000061|1.000000,1.000000,1.000000)
Am I right in thinking that UE4 can’t reconcile the positions of the bones in the imported animation armature with the positions of the bones in the skeleton I told it to use?
Edit: After spending some time thinking about the problem carefully, it occurred to me that I had scaled my model and armature at some point, and this might’ve caused a discrepancy once the model was exported. Therefore I set my armature and mesh scales back to 1.0 and exported. This…sort of worked. I can then get a model where the top half animates, but it looks like this broke all of the IK relationships in the legs. Also, the feet and launcher go a little nuts after the export, appearing in the wrong location just as when I tried to export with baked animations.
After working on this a while longer I managed to reset the scale of the armature and not break the IK data. However, this still isn’t quite working correctly. Whether I export animations with the original skeletal mesh and import as a single import skeletal mesh operation, or import the skeletal mesh and animations separately, I always get the above errors about bone transforms and the resulting animations don’t quite work correctly. Or rather, the animations appear to work fine, but the model itself is screwed up. I have included a link to a video showing this. Note how the feet and rocket launcher are in the wrong positions. I don’t suppose anyone has any ideas?
And yes, I realize it looks like the mech is head-banging. 