mesh appears weirdly jagged during animations

Hello everyone.

After importing the fbx, the model is perfectly fine in T-pose, but once in an animation the bones seem to all be in the correct positions, while the mesh just doesn’t follow them and appears jagged and distorted. I’ve been trying various import and export settings for two days straight and haven’t found any soultion online.
Does anyone have any idea what the issue could be and how to solve it?


11

This could be a skinning or bone weighting issue, make sure you have weight painted your mesh. Otherwise you may have forgotten to apply transforms before exporting, or perhaps your project in Blender or whatever 3D software is using a unit of measurement other than centimeters, if so, make sure to use centimeters as that’s what Unreal uses.

thanks for the advice, the only thing i hadn’t tried yet was setting the units to cm but that didn’t seem to solve anything unfortunately.
All transforms are applied, and it doesn’t seem to be a skinning issue…
What’s weird is that importing it to unity or other softwares doesn’t show this issue at all. It just pops up for unreal, and it’s so frustrating.

(also the modeling software is Blender)

Sorry I didn’t get notified of your reply, did you manage to fix it? Here are a few other possible solutions:

  • Does your mesh have multiple root bones? It must only have one.
  • Are you using the Send To Unreal plugin? It’s one of the, if not the best way to export from Blender to Unreal. It’s a ton better than the typical .fbx export.
  • Make sure in the export settings, whether you’re using the fbx export or the aforementioned plugin, to have the option “Simplify” set to 0.

Thanks again for your response.

Unfortunately I have already tried all of the above. The armature has a single root bone and changing the simplification made no difference.

I’m still really confused about this whole thing, but in the meantime i gave up and started rigging it again from scratch with different techniques. We have a game to make and this absolute nuisance of a model has impacted my productivity more than enough XD.

If anyone ever manages to figure out what the issue is, please, do reply, because i really want to know at this point. For a bit more insight, i used spline IKs to animate the arrows, but i’m 100% positives those aren’t the issue, since i’ve used them before for the tail of a character and it all went smooth as butter.

Unreal Engine clamps skin weights below 0.01.

This looks similar to what I’ve seen in the past when that happens but it’s difficult to tell for sure.