i really need help, i don’t think if it’s related to weight painting, because it’s too much. i need help.
I don’t think it’s the skinning weight that is the problem.Double check if your bone rotation axis goes with Unreal’s bone setup.
Try exporting out one of Unreal’s mannequins to blender (export the skeletal mesh as fbx and import) and examine the bone orientations along the arm (left and right side).
You may have a situation where the orientation is wrong and the shoulder bone / bicep is being rotated on import.
i will try, but i didn’t rotate the armature at all, as you can see, the character is in A-Pose exact the same as UE manny. when i import UE5 Manny, blender will mess-up the bone orientation, i have no idea right now, thank you so much for your comment
Notice that the unreal character has arm / leg bones pointing in opposite directions depending on the side.
You need to use the same axis when rigging in blender for it to work properly with the built in animation sets.
bone orientation does not work with blender correctly even if i check automatic bone orientation while importing UE5 Manny.
How are you exporting the bone orientation to the FBX file?
If I remember correctly in Unreal it follow:
- X Forward
- Z Up
i tried, but it doesn’t work. maya works so well with UE5 Skeletons. but i don’t know if there a way to fix that in blender…
Have you considered trying the blender to unreal tools?
https://www.unrealengine.com/en-US/blog/download-our-new-blender-addons
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