Hi again, I was wondering if anyone could help me out with some problems that have cropped up with the animations for a game model I created in Blender and imported into Unreal Engine.
So to start with, when I initially imported my model I got the following error message:
Afterwards I imported the animations into Unreal and then checked the animations to see how they turned out, during which I noticed a number of problems.
The first problem I noticed was with the idle animation, the head of my character is supposed to slightly bob back and forth in order to make my character seem more “alive”, but instead the head remains completely still while the rest of the model animates correctly. I assume the reason the animation isn’t working correctly is due to the head/spine of the model being controlled via Inverse Kinematics and it is my understanding that many of Blender’s modifiers, including Inverse Kinematics, do not work in Unreal Engine. Strangely though, the idle animation is the only one that has problem, as the walking and running animations have my character’s head swaying back-and-forth and both of them have the head animating properly in Unreal.
However, the running animation has a different problem related to the eye(s) instead of the head. You see when my character runs, he shifts his head back and his pupils move downward, as shown in screenshot from the original Blender model:
Whereas after being imported into Unreal Engine the pupils remain in their default position, presumably because the pupils were animated with Blender’s UV Warp Modifier.
In addition to the compatibility issues with Blender’s modifiers, there’s also problems with parts of the mesh becoming distorted in the animations that were not present in the original Blender model, as shown in these screenshot comparisons:
Blender:
Unreal Engine 4:
Blender:
Unreal Engine 4:
I’ve read about Baking animations in Blender, which would apparently fix the issues regarding the lack of Inverse Kinematic support with Unreal Engine, but what my issues regarding the UV Warp modifier and the distortions in the mesh? I have my doubts that Baking the animations would fix the mesh distortion problem and I’m similarly not sure about the UV Warp issue.
Any insight into matter would be a huge boon to me and as always, would be greatly appreciated!