Time to fix the old "Simulated bone snapping to root" question.

This has been a topic for a while now, we are talking about years, and not a single thread has the answer. So lets finally solve this.

Why only the first chain of simulated bones behave correctly and all the other ones snap to root?

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The answer so far I have found that works is to set Blender unit scene to 0.01, then scale the bones until is big enough like, 10 or 20, then apply the transforms with Ctrl + A > All Transforms (or at least the scale) and it works, but it seems unnecessary, even the pipeline Send2Unreal tells you that setting it to 0.01 is not a good idea.

Any other solution?

Okay, looks like Unreal Unit system is in Centimeters while Blender is in Meters, that explains why changing blender to 0.01 fixes the issue.