During an animation that is made in blender and transferred to unreal, the hair starts to stretch and the simulation does not work properly.
Hello there @TheGambitToose! Let’s see what we can do here.
Blender and Unreal tend to have conflicts on importing/exporting assets, including animations. The first step here would be to ensure that settings in both ends are properly configured. This short workflow is ideal for the process:
If the issue persists after this settings’ review, please check the coordinates of your bones and nodes, to ensure that their positioning is now being modified during transfer. Hope this helps!
I run the simulation in unreal,Thanks for the advice but the transfer is definitely working correctly because without simulation enabled everything works perfectly. But as soon as I turn on simulation everything starts to break down
Hello again!
In that case, it could be a collision radius conflict. In the Groom asset, check the physics tab, and change collision radius to a lower value.
Alternatively, please make sure the size/scale of your rig remains consistent during transfer, as other similar scenario in the community showed a difference in unity scale between blender and unreal, thus generating additional collisions/capsules that move hair in strange directions.