Scale inconsistencies with default Blender features due to unit scale conversion #34
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Hi @eisegesis-623, I would recommend working in scene scale 1. Even if you use 100x scale in blender to fix the issue with FBX and SkeletalMesh, the bind pose will still have non-1 scale factors. There is a free addon "Send to Unreal" here that you can use to export FBX files with the correct corrections to the bind pose scale (while working in Blender scene scale 1.) There are alot of things like physics, etc. that get messed up when scene scale is not 1 in Blender. Another option is if you are animating using Rigify as your control rig in Blender, then the Character Control Rig addon handles this export back to Unreal for you directly from the visual transforms and scene scale 1. Lastly, can you clarify why you couldn't create a discussion on the Character DNA category? (I just want to make sure we have permissions configured correctly) |
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I'm encountering a pipeline issue when animating custom rigs alongside Metahumans imported with the Polyhammer suite.
If there are any known solutions to this problem, I'd be grateful.
Otherwise, if I could request a feature, perhaps there could be a setting to take the rig's object scale into consideration before export?
(This is arguably just as applicable to the Character DNA addon, but only one post category was available.)
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