I am trying to import my rig, it has 1 root bone, renamed armature to something else.
In unreal the imported mesh and skeleton is tiny when i set the scale in blender to 0.01 and export it. Its annoying since that seems to be the fix.
If i export it with default settings (meters, scale1) it looks correct to scale but the issue is when generating a physics asset, it comes out like this:
i tried making contraints but it doesnt help, the ssimulation looks like a stretched mess and the new bones fall like a brick and cylinder to the ground. The general importing to unreal and its quirks is slowing down my productivity.
What exactly am I doing wrong, I tried applying solutions but it seems most of the solutions dont work or I feel like I still did something wrong despite looking good in unreal. If i drag it to world, thr size is correct. If i set the unit scale to 0.01m its tiny inside unreal.
edit: the screenshot in blender shows scales not applied, but my scale on my rig and mesh are applied and are 1,1,1 in blender. FYI
There is no root bone in blender - you have to remove it and be OK with the fact that the armature itself acts as a root bone when you import.
Or else you need something like my plugin or some other blender plugin.
Also, you want to disable the new importer thing that they added to the engine that doesn’t work and go back to the legacy one. Where things actually do work.
That’s normal. You need to set up the bone constraints in PHAT to not do that by making the overall values of a variable I can’t recall the name of higher.
Check out the general PHAT properties / look up other forum posts related to that.
Also Chaos made it worse. so if you can, build your engine from source with PhysX - then you actually have a chance at publishing something worthwhile since you are on 4.27.
heres my attempt again, i made the capsules myself. Looking at some resources and videos, i figured the red cone is the area my arm / elbow can rotate to. I use alt to rotate and sometimes just rotate for small adjustments. The gizmos make sense, it should only rotate like the angle in red but when i simulate, its a ***** mess. This is so ■■■■ frustrating man im not trying to do anything complex, just the entire workflow in unreal is like a clusterf…
https://www.youtube.com/watch?v=OFHxWLRrL5M&t=8s followed this 1:1 and when i mirror, my mirrored capsule is somewhere else instead of the other leg and simulating it twists my leg. This is so stupidly unintuitive man.
man this is a joke, in unitz everything works fine, in unreal nobody seems to be able to tell me what im doing wrong. This is so hard and annyoing to debug, trying various “““““CORRECT”””” import ways which are all stupid like renaming thr armature (how is that a thing) and still nothing, even after fiddling with scales). My physics asset just likes to twist and break all bones in every xyz direction. What a joke.
willing to share my blend file with a trusted user. Did that with an epic staff but he didnt reply.
Chaos and the epic staff are only making things worse because: “it works for me” - the one guy at epic that uses the tool.
You aren’t going to find an answer, and it likely has nothing to do with your specific mesh/file.
Try engine version 4.24 or even 4.18 back when they still employed competent programmers. See if that makes any difference.
Once you have it, duplicate the project and update to whatever engine version you want to use. Chances are the update will break it, but at least you know it’s an engine bug and you can stop the head bashing.
Using an older engine version is a good general rule of thumbfor anything that doesnt work as you see in tutorials or elsewhere.
I think that if Tim ever coded or used the engine he’d fire 90% of the staff…
Ps: spending 2 days on a good PHAT asset and related joint profiles is not uncommon. It’s the difference between AAA and the sh*t they want to make you think is AAA quality release by the likes of EA and UBI….