Incorrect animation export to Unreal Engine
ARSixshot_841e19c4
Posts: 3
When exporting animations in .fbx format from DAZ Studio to Unreal Engine, there is not normal movement, but a strange wiggle with arms apart - see Fig.
Please explain how to fix this.
https://fastpic.ru/fullview/112/2020/0612/_4b22258c8d7d72f34167b28f6d9e8a38.png.html
DAZtoUE.png
1920 x 1006 - 883K
Post edited by ARSixshot_841e19c4 on
Comments
What settings did you have in the FBX export dialogue, and the Import dialogue in Unreal if there is one?
These are the settings on a fig., but I tried to import the model to Cinema 4D, and there it was the same as in UE4, and I tried characters from different genezis.
https://fastpic.ru/view/112/2020/0612/_f9363e4ddc20a3d87ec3f8f707d90946.png.html
It looks like you don't have animations on all the joints. You may need to bake the keys first by right clicking in the aniMate Lite tab and choosing Bake to Studio Keyframes.
First I select all the elements, then I press bake to the studio keyframes, but the result is strange twitching movements instead of animation in both Unreal and Cinema.
Did baking fix the arms? Just trying to narrow it down.
I have tried many times. Baked all the elements. It turns out the same thing.
Please help solve.
https://drive.google.com/file/d/1n5Tg0TdLXD-z_DYv5bvJ8KG_OGTE4KRn/view
Is Root Motion enabled?
you need to untick morphs on some animations
also there are duplicate nodes
there are issues with genesis 3 and 8 in UE4 that need fixing like duplicate nodes
I fix it via a third party software called iClone 3Dxchange but there are a few threads on the forum explaining other ways
Thank you so much. Indeed, just need to disable morphs when exporting animations.