How do you avoid the root bone scale being too small/big with FBX (Blender Export)?

ValidMononucleos
Tue, 05 Apr 2022 01:57:13 +0000
Character & Animation

Alright so people have made posts about this, but I’ll make a new one about my specific issue.

For the record I am more used to using Blender than UE4 at the moment; hopefully I’ll become more familiar with UE4 but I am planning on hiring others to help out with things I can’t really learn, since I want to focus on Animation more than anything now (I really enjoy it!)

Alright so, I made a low poly model for a game prototype. It’s a torso with a pair of arms. I rigged them, and the arms work fine and did a few animations. I then convert it to an FBX and put it into Unreal…the skeletal mesh looks fine, but the animations were shrunken down to an almost microscopic size! I discovered a moment later that the root bone was scaled at 1, but the mesh and all that was 100; resizing the root bone to 100 fixed the issue. Though I had to later on, in Blender, despite all the bones being scaled at 1, I HAD to scale the root bone to 100 (which made the mesh and skeleton rig grow also) and then export it, to fix the issue properly.

I showed this to my friend who uses Blender often, and he’s baffled as to why I need to do that. It doesn’t really make any sense to me; I read this is because of the way Unreal sees scale in a different way to Blender, yet the mesh itself was fine, just the animations were shrunken down (unless I scale the root bone in Blender to 100).

So while the prototype is still going ahead, I want to avoid this kind of issue in the future (since I feel more interested in rigging/animation now) so how do you avoid this weird sizing issue with the mesh/armature/animations not matching? Again the rest of the bones are fine just the root bone seems to be the issue.

13 posts - 5 participants