Twisted bones when playing animation. Blender to UE4

Hi ,

That solution is for the bad axis alignment when using the 6.1 ascii exporter? I haven’t tried it, but I remember having good results just unchecking “Convert Scene” when importing. I will try it to see if works as an alternative solution.

The thing I have tried to address is the twisted bone problem. I will try to give more details, just in case this helps you or Adam Davis (the ones that seem to be looking into this).
The thing is that I erased one keyframe of the bone: “Leg5part1” of the octupus (the one at frame 28) and the twisted bone disappeared. Before this test, I thought that the problem could be due to a wrong imported armature. But after reading this Blender Animations Not Imported Correctly - Character & Animation - Epic Developer Community Forums and starting to play with the keyframes of the twisted bone I’m starting to think that the problem is in the treatment of the animation.

I will need time to look at the source code of either Blender exporter or Unreal importer (if the importer is part of the github repository), but speculating about this… maybe the problem is related with the quaternion rotation keyframes. I know that blender lets you break the normalization of a quaternion, this is in order to provide freedom when animating. But before animating, blender normalize it (or if normalization doesn’t apply here… maybe projects the quaternion back again over the theorical surface of the one radious sphere; I’m always lost with quanternions mathematically… so I could be saying something that doesn’t make sense now…). Anyway… the thing is that I don’t know if the exporter takes this into account… or just exports the values directly; and I will also want to see what Unreal imports or if applies a correction to the quaternion. Again… this is just speculation… Unfortunately I don’t have time now to continue digging into this problem. I hope to find it in the future. And of course my fist step will be to look at the math around that Leg5part1.

The problem aligning an objet to an axis is not important for me if I can use a workarond, but this one scares me… because that twisted bone is, of course, a problem… but that could also mean that the other bones that are not twisted have small deviations that make the animation different than the one created.