PDA

View Full Version : problems exporting blender animations to unreal.



planaria
11-13-2009, 04:56 PM
First off I am extremely noobish so forgive any ignorance.

the model animation times register at roughly 10 times faster then what they should be ... a .3 second clip ends up being .03 seconds.. is there any info on how many frames something has to be to reach a second of animation in unreal?

scaling the armature object in blender doesnt work how it should when you import into unreal the animations still act like there going off of the smaller version of the armature.

thanks for any and all help.

fritzmonkey
11-13-2009, 05:35 PM
I believe that 30 frames equals 1 second.

Lunazure
11-13-2009, 06:08 PM
I had that same problem with speedy animations when I was using Blender for my project. The solution I found was the Rate Scale parameter under the AnimSequence tab of the properties window when viewing the AnimSet for your model. Here's a screenshot:

http://i289.photobucket.com/albums/ll203/NickPfisterer/AnimSequenceScale.jpg

Setting the Rate Scale property below 1.0 will slow down the speed of your animations. For example, 0.5 will make them play at half speed. Hope this helps!

planaria
11-13-2009, 08:20 PM
thanks lunazure..

did you have any experience with scaling armatures in blender that are then exported with some animation that was done in a previous obect scale? in blender it doesnt matter as long as your scaling the armature object but not the bones. maybe i am not using the correct exporter ?

also is it possible to scale up a character inside unrealed? that would probably be the best solution for now .

Denny
11-14-2009, 07:33 AM
Of course you can scale your character in UDK. You just have to make sure you scale the collision to match it.

Xero
11-15-2009, 01:41 AM
thanks lunazure..

did you have any experience with scaling armatures in blender that are then exported with some animation that was done in a previous obect scale? in blender it doesnt matter as long as your scaling the armature object but not the bones. maybe i am not using the correct exporter ?

also is it possible to scale up a character inside unrealed? that would probably be the best solution for now .

You'er in luck my friend. I just wrote a tutorial for some on a possible way to work around this problem. Sorry if it's kinda long but it's the only way I've found that works so far.
http://epictale.wordpress.com/unreal-engine-3-udk-tutorials/rescaling-skeletal-models-in-blender-for-unreal/

planaria
11-15-2009, 01:23 PM
hmm, when i apply scale obdata in object mode the animations are still messed up.

wish armatures would react better to scaling in blender :(