Hello all -
I am currently working on multiple characters (some designed to fit and use the default UE male skeleton and proportions, others simply using the UE male bone naming convention, for easy retargeting of animations from and to them) and I have a few questions regarding their proper setup as well as questions about the UE4 Epic Male model itself.
1 - If I generate a thirdperson example level, open up the Mannequin character and export out one of his animations as FBX (including the mesh itself with the export) and then open this model in the most recent version of FBXViewer (which is as official a viewer as it gets, since it comes directly from Autodesk), I get this :
You can see that the FBX file exported out by the engine has some weighting and/or bone assignment issue on the left shoulder, the right forearm, and the feet. If I am not mistaken this has always been the case with the most recent UE male model (by that I mean the glossy cream-colored mannequin as opposed to the blue character from earlier versions).
This issue also shows when opening the model+animation file in Blender, as shown on the feet here (you can disregard the rotated bone representation, as this is just a visual “glitch” that does not negatively impact re-exported skeletal meshes in any way) :
Does anyone know what causes this ? In other words, is there a known issue with the current “export to FBX” feature of the engine, or is that a problem with the model itself ? And does the model show up similarly in other 3d programs (Max/Maya) ?
Also surprisingly enough, if I re-export this seemingly broken model as FBX and import it UE it links up to the existing male skeleton and animations just fine with no weighting/bone issue in sight (white model with the selection outline here ) :
While this is great news, it also puzzles me even further, since something that seemed broken ends up working completely fine. For the sake of comparison I also imported the non-animated skeletal mesh that is provided in the submission guidelines (link here : https://publish.unrealengine.com/submission-guidelines) (shown in red) as well as decimated version of it (shown in blue) and both import and behave just fine.
So that leads me to my second question :
2 - Since there seem to be an issue with FBX sequences exported out of the engine, does anyone know where one can find some clean FBX versions of some of the default animations (Idle and Run for instance) ? The idea is to be able to test out the behavior and deformations of a model before export, directly inside my 3d app. I feel like I cannot really rely on the FBX files that the engine exports out so i would like to find something a bit more reliable (maybe an official FBX file coming straight out of Maya/ART ? Or maybe some files from an animation pack that you guys would recommend ?)