Results 1 to 7 of 7
  1. #1

    Default problems exporting blender animations to unreal.

    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.

  2. #2
    MSgt. Shooter Person
    Join Date
    Apr 2009
    Posts
    102

    Default

    I believe that 30 frames equals 1 second.

  3. #3
    MSgt. Shooter Person
    Join Date
    May 2009
    Location
    Tempe, AZ
    Posts
    79
    Gamer IDs

    Gamertag: Lunazure

    Default

    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:



    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!

  4. #4

    Default

    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 .
    Last edited by planaria; 11-13-2009 at 09:37 PM.

  5. #5
    Prisoner 849
    Join Date
    Jul 2007
    Posts
    983

    Default

    Of course you can scale your character in UDK. You just have to make sure you scale the collision to match it.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

    Demoreel: Website
    TUTORIAL: Character - Maya to UDK Livestream
    CHARACTER: UDK Character / First Person Animation Rig
    SCRIPTS: Axtended Animation Manager (FBX Animation Batch Exporter) | T3D Exporter

  6. #6
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Location
    Grenada
    Posts
    206

    Default

    Quote Originally Posted by planaria View Post
    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...er-for-unreal/
    Quote Originally Posted by Mark Rein
    Dude, IT'S UNREAL TOURNAMENT!!!!

  7. #7

    Default

    hmm, when i apply scale obdata in object mode the animations are still messed up.

    wish armatures would react better to scaling in blender
    Last edited by planaria; 11-15-2009 at 01:29 PM.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.