im trying to export my blender animation to UE4 as a test and im having some issues. im using Mr Mannequin to generate the rig + mesh for animating inside of blender. i generate the fp gun mesh + rig and attach it to the GripPoint of the mannequin skeleton in blender (just like its done in UE4) and start creating my test idle animation. the problem im having is this as shown in the video below. the rotation seems to be off and i was wondering if anyone can lend me a hand with figuring it out? im trying to setup a .blend thats exact or as close to possible as what i will be experiencing in UE4 to start learning further and making some animations
if these anim you import are different then what it looks like on blender chanches are it is due to the latest blender bugs/ blunders.
it’s something related to the bone scale.
Yea, going by all of that plus the vid. I think the issue IS the constraints.
Make them copy loc and copy rotation instead of copy transform.
basically remove the copy of the scale.
same issue. removed the copy of the transform and only had it copy the location and rotation, none of the bones have been scaled as far as i can see. i did notice something though. i hit play and went into top view in UE4 and also went into top view in blender. it seems the rotation is off, like its rotated left a bit in UE4
edit: just noticed its because for some reason in the default first person project, the mesh is rotated in the constructor by 19 degrees which made my blender animations 19 degrees off -_-. that explains it Mesh1P->SetRelativeRotation(FRotator(1.9f, -19.19f, 5.2f));