Corrupted bones rotation in animations imported into Unreal Engine 4 #44083

Closed
opened 2015-03-21 23:46:17 +01:00 by Adam Dera · 7 comments

System Information
Win 8.1, GTX660M

Blender Version
Broken: 2.73a

Short description of error
Animations exported from Blender 2.73/2.73a are imported into Unreal Engine 4 with corrupted rotations for animated bones. It seems like there is a problem with interpreting the W value for the bone rotation after applying animation for this bone. The problem is being discussed with Epic staff here: https://answers.unrealengine.com/questions/187729/bug-report-blender-fbx-animations-problem.html

Exact steps for others to reproduce the error

  1. create mesh with armature
  2. create simple animation
  3. export the skeletal mesh and animations in fbx 7.4 format
  4. the animated bone gets twisted in Unreal Engine 4
    penguin_error.blend
**System Information** Win 8.1, GTX660M **Blender Version** Broken: 2.73a **Short description of error** Animations exported from Blender 2.73/2.73a are imported into Unreal Engine 4 with corrupted rotations for animated bones. It seems like there is a problem with interpreting the W value for the bone rotation after applying animation for this bone. The problem is being discussed with Epic staff here: https://answers.unrealengine.com/questions/187729/bug-report-blender-fbx-animations-problem.html **Exact steps for others to reproduce the error** 1. create mesh with armature 2. create simple animation 3. export the skeletal mesh and animations in fbx 7.4 format 4. the animated bone gets twisted in Unreal Engine 4 [penguin_error.blend](https://archive.blender.org/developer/F153869/penguin_error.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @rimau

Added subscriber: @rimau

Added subscriber: @MarcClintDion

Added subscriber: @MarcClintDion

If you are careful with what you do in Blender, you should be able to get this to work. I'm unsure what you are doing that causes this to fail,

I made the following animation by adding a bone then extruding it out, then again, etc...

It's very basic but it does work in UE4. It's an animated .gif of the model in UE4, if you click the image you can see that it's working. I used Blender 2.74.1, FBX 7.4 binary

jumpingJacks.gif

Here are the export/import settings that work.

{F154055}import.png

If you are careful with what you do in Blender, you should be able to get this to work. I'm unsure what you are doing that causes this to fail, I made the following animation by adding a bone then extruding it out, then again, etc... It's very basic but it does work in UE4. It's an animated .gif of the model in UE4, if you click the image you can see that it's working. I used Blender 2.74.1, FBX 7.4 binary ![jumpingJacks.gif](https://archive.blender.org/developer/F154052/jumpingJacks.gif) Here are the export/import settings that work. {[F154055](https://archive.blender.org/developer/F154055/export.png)}![import.png](https://archive.blender.org/developer/F154056/import.png)
Member

Added subscriber: @mont29

Added subscriber: @mont29
Author

Hi

The problem is that I did manage to get some animations right, and some of them get corrupted.

I do have a skeleton, then I create actions in Blender, each of them starting from the same pose. I then export all of them together in a single .fbx file, and some of them are ok, and some of them are getting the rotations corrupted. I did attach the .blend file, if you can find anything wrong with it, please let me know.

I am familiar with the workflow and the tools, I did some animations for Unity and UE4 before with no problems at all, and that's the problem acctually. I can not find the error in the process by using the common sense, I am trying different skeletons, different export options, etc. and I still have no clue how to fix it. It seems there is some kind of a bug in this 3-step process: Blender animation -> Blender .fbx export -> UE4 .fbx import, and I can not even locate it's origin.

I guess I will need to test the 2.74 RC

Hi The problem is that I did manage to get some animations right, and some of them get corrupted. I do have a skeleton, then I create actions in Blender, each of them starting from the same pose. I then export all of them together in a single .fbx file, and some of them are ok, and some of them are getting the rotations corrupted. I did attach the .blend file, if you can find anything wrong with it, please let me know. I am familiar with the workflow and the tools, I did some animations for Unity and UE4 before with no problems at all, and that's the problem acctually. I can not find the error in the process by using the common sense, I am trying different skeletons, different export options, etc. and I still have no clue how to fix it. It seems there is some kind of a bug in this 3-step process: Blender animation -> Blender .fbx export -> UE4 .fbx import, and I can not even locate it's origin. I guess I will need to test the 2.74 RC

Closed as duplicate of #41719

Closed as duplicate of #41719
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Reference: blender/blender-addons#44083
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