Hello, as a title says, I have a problem when importing, mainly, animations to unreal Engine 4. The main problem is, the animation is scaled differently to the character. When I import the animation I also get the warning: “Imported bone transform is different from original. Please check Output Log to see detail error”.
I have searched for many many solutions from people with similar problems, but so far I cannot find a solution that works. I am at a loss here.
Here are the export setting I use for the mesh+rig:
https://i.imgur.com/m5SnqoA.png
https://i.imgur.com/nDFz4fs.png
https://i.imgur.com/7V5alEz.png
https://i.imgur.com/dmHbaC4.png
For the animation, I select only the armature and export it with selection only, same settings as above, except for animations:
https://i.imgur.com/KLZv72p.png
And when Importing to Unreal Engine 4, the character:
https://i.imgur.com/rPHvZzv.png
And the Animation:
https://i.imgur.com/6iNbgXd.png
the warning means they are 2 different skeletons with different bone names… bring in your anim with skeleton empty and look at the bone names… also, unrelated to this is when you import in, tick the ‘use TOA’s ref pose’ and you also want to change the ‘compute normals’ dropdown to ‘import normals’… it has to do with picking ‘face’ on the mesh export
there was a short period of time that between 4.19, 4.20, and 4.20.1 where ue4 was importing skeletons differently… it has since been fixed in 4.20.1… so maybe try again now
I apolagize, but I seem to not understand what you mean exactly. Am I exporting the animation incorrectly, bringing a “new” skeleton with it?
Also, I apolagize in advance for my lack of in-depth knowledge in the area, I am still relativly new.
Are you using scene scale 0.01 in Blender?
No, it is at 1.0 (the default value, I belive)
photo is kinda blury but, notice the scale (.01 metric) and that all the clothes are parented to armature, which is named ‘root’…
then pick the armature and clothing item and export ‘selected items’ and import them to your base skeleton which would be the first skeleton and body mesh
this is a mixamo rig, so it might be different from yours, as long as you have a root bone at 0,0,0
photo is kinda blury but, notice the scale (.01 metric) and that all the clothes are parented to armature, which is named ‘root’…
then pick the armature and clothing item and export ‘selected items’ and import them to your base skeleton which would be the first skeleton and body mesh
this is a mixamo rig, so it might be different from yours, as long as you have a root bone at 0,0,0
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Uau! That actually fixed it! (the naming the amarture as “root”, I had no idea about that!)
Thankyou a lot sir!