
Use an alternative method to evaluate bones matrices, to avoid rotation issues when exporting animations Add Dummy Mesh


Should be enabled only when necessary (buggy rotations) Fix Matrices Supports topology changing modifiers and shape keys Apply Subsurf Īpply the Subsurf modifier Fix Rotation Īdd imperceptible jitter to bones position to avoid rotation issues when exporting animations. Apply Modifiers Īpply modifiers when exporting. Choose Edge to avoid import warning message in UE. Polygons smoothing options (normals data), Normals Only, Face, Edge. Useful when dealing with multiple actions in the scene.Īctions can be excluded from export using the checkboxes, and removed from the file by clicking the X buttonĪpply a global scale, although it’s not recommended: better scale the armature and meshes before exporting. setting “soldier” will export the action “soldier_walk” but won’t export “john_walk”. To export only actions including the given word in their name.Į.g. To export only the current, active action linked to the rig. If enabled, the actions manager will be used to define which actions will be exported.Īctions can be grouped together, and enabled/disabled as a group quickly. Lower values are recommended to fix animation inaccuracies such as “floating” feet effects. Higher value will decrease the file size at the expense of the quality. Action Names īy default the action names may be too long when exported, with superfluous identifiers, this can be used to shorten their name to the minimum Simplify Factor The Markers setting allows to export frames between two markers named “start” and “end” inserted at the desired frames in the action. To define the frame range that will be exported for each action (start and end frames). To export one Fbx file per action Frame Range Actions will export individual actions, while NLA will export a single animation for the whole scene as defined in the NonLinearAnimation editor. This especially works well with multiple twist bones (more than 2), it gives the illusion that bones are scaled, while they are not.Įnable actions export (animations) Type This will preserve bones scaling to 1 (no scale), while keeping their actual stretched position.

Select deforming bones that should be stretched (for example arm bones) and click Set Soft-Link Bones. Use the No Parents feature, see Export Settings, to flatten the exported skeleton hierarchy (bones are not parented) Make sure to set to zero the Auto-Stretch and Stretch Length values of the arms and legs, and do not move the c_stretch controllers (elbows, knees). Stretch/scale of the arms and legs bones is not properly handled by the Fbx format, since the children bones always inherit the scale from their parent bones, and this is leading to rotation issues when scaling axes non-uniformly.įor this reason, the stretch features must either be disabled or use additional tricks:
