So I made a simple idle gun animation in Blender. I exported it as an .fbx and then attempted to import it into Unreal. Once imported, it creates a physics asset, a skeleton, a skeletal mesh, AND 20 animations! My Blender file had multiple objects, so I tried merging all the objects one, and re-exporting/re-importing. It changed the animation count to 12.
When I look at the individual animations, they are completely static - no movement. I only have 3 keyframes in my Blender animation. Each animation takes the form of one of the keyframes. There are no animations showing the parts between the keyframes.
How do I fix this so when I import my .fbx, I get a single animated animation?
I should also note that when I imported my .fbx, I got several warnings:
- “The following bones are missing from the bind pose:” Followed by the last bone in each of my fingers with _end appended to the end
- A whole bunch of “Missing influence on vert X. Weighing it to root.” I assume this is referring to the vertices in my gun, as I didn’t want the bones in the hands to interfere with the gun
- A couple “Imported bone transform is different from original.” errors
For reference, here is a picture of my animation in Blender:
My Blender .fbx export settings:
And my Unreal import settings: