I’m using Blender, for rigging used Auto Rig Pro 3.60. I exported my character with animations, also seperatly exported hair rig. In Ue4 (4.26.1) i parented my hair rig to the head bone. When playing animation my hair jitters, also parented my point light to the head bone:
In Blender head bone have one key and its constant:
Moreover, i tested in FBX Review, animations perfect, this means its not fails in export. I checked transformations in UE4 animation, and its weird. Head Bone is always running, only the rotation, this is the reason of the jitter, but as i said in blender i had one keyframe, is it works like that? -Then why on other bones(cheek, teeth, nose etc) its stays constant? Also my skull bones are running:
My skeleton tree:
In Asset Detail of animation clip, i found this tab “Compression” if i change “Compression Error Threshold Scale” to 0, jitter become weaker, but there is still some:
But after, whole animation is weird and janky. Don’t touch it.
I have pretty good Simplify Factor on export animation: 0.05, and on import i’m usin default settings. How can i solve this problem?