[Bf-gamedev] FBX Exporter to UE4 and Root Motion

Jason Wilkins jason.a.wilkins at gmail.com
Thu Jul 3 06:00:31 CEST 2014


I got a overheated today walking in the sun and felt bad, so I took a nap.
 I woke up and saw this and thought I had slept til Friday :-)

On Wednesday, July 2, 2014, Alan Robinson <alanwilliamrobinson at nexymedia.com>
wrote:

>  Hey there folks,
>
>  I'm developing a game called "Atajrubah" , using Unreal Engine 4 and
> Blender for modelling,rigging and animation. Part of the technical setup is
> implementing root motion in our characters. I've been working with Jeremy
> (he worked on Sintel and Tears of Steel previously) and he's really on the
> ball with his rig and a great animator.
>
>  We've got everything parented to a root bone but the fbx exporter keeps
> adding the rig object as an additional static bone, killing the motion of
> the root bone we've set up. UE4 doesn't have the option of selecting which
> bone that you want to inherit root motion from, so it defaults to the first
> bone in the hierarchy.
>
>  I've been wrestling with the FBX exporter for a while now and have tried
> redbeard's solution , trying to stop the exporter from exporting the rig
> object as an additional parent bone. However the script fails to export
> with the modifications that I've made (granted that my experience is with
> c++ and the UE4 code base , so no surprise there I guess ).
>
>  *[Redbeard's exporter work around]*
> ( http://krisredbeard.wordpress.com/2012/06/07/blender-baking-fbxexport/ )
>
>  ideasman42 from the IRC channel recommended I get in touch with mont29
> for further support. Any help with this would be greatly appreciated :)
>
>  You can find more information about the game at the links below, please
> do let me know your thoughts on this.
>
>  - MrNexy
>
>  *[Atajrubah IndieDB page]*
> http://www.indiedb.com/games/atajrubah/
>
>  *[Atajrubah Facebook page]*
> https://www.facebook.com/Atajrubah
>
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