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Something wrong with FBX export to UE 4. Physics assets created with wrong sizes.
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Description

Windows 10
Assus Strix 780 6gb

2.77.1 abf6f08

Wrong scale information somewhere in FBX export file I think. When I created cylinder with 6 bones for example and export it with scene scale 1 and export scale 1, mesh have right scale but physics assets explode when simulated. I find that if set scene scale in blender to 0.01, Scale objects by 100 and after that export FBX with scale 1 in setting physics assets in UE4 works well.
btw in Maya for example all works well with default export settings.

  1. Create cylinder
  2. Create 6 bones inside Cyl
  3. Parent bones with auto weights
  4. export FBX
  5. import FBX to UE4 with generating physics asset
  6. Open physics assets of Cyl file
  7. Play simulation

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Here pic with default settings export


And here with scene scaling

here Gif with default settings


and here after scene scaling

Bastien Montagne (mont29) changed the task status from Unknown Status to Unknown Status.Jun 20 2016, 3:32 PM

Thanks for the report, but imho this is UE4 bug - if they need a precise specific scale of objects to get correct physical simulation, that’s their problem, not Blender's. And it seems you found a workaround…

Oh ok, but why if I export this mesh and bones from MAYA physics assets created perfect in UE4?

Well, the day we have actual specifications of FBX format and don’t have to spend countless hours guessing them by reverse-engineering, that kind of mysterious piece of crap might be solved… Also most obvious explanation would be that MAYA exports its FBX files in another scale (guessing: centimeters) than Blender by default, and UE4 only handles that scale… Which is stupid, since FBX embeds scaling data, and does not enforces any specific unit/scale.