can anyone help me with this? Thanks in advanced.
I already searched online but all threads r outdated and no conclusion.
If anyone have any tutorial from blender to UE4 for skeleton and animation retargeting, welcome to let me know.
Thank you very much
Well the thing is, that the bones are actually positioned pretty well, but autodesk’s and blender’s “using” of bones are a little bit different. Autodesk does not have head or tail, they use just joints, and joints are heads of blender’s bones. So really the only thing you need to do is change their lengths in edit mode. However the best results I got was with experimental checked, and axes set to Y Forward and Z Up. Since .fbx is not opensource file format, blender will never have full support. All of this is just reverse engineered. Animations works while exporting but, importer is not that great.