![blender 3d animation without bones blender 3d animation without bones](https://www.blender.org/wp-content/uploads/2013/05/splash279_large_nocredit-480x270.jpg)
One of a practical problem we are were faced is the following: we have a very long animation for some objects (a couple of minutes of constant movements and orientation changes) and after importing into UE we got it not as a single Animation Sequence but rather as a relatively big and non-uniform set of consecutive Animations Sequences.I think it could help to understand the discussed aspect better. So if there is someone who can provide some details, I will be very thankful. While this is not exactly UE-related question it still could be interesting and possibly helpful in context of this thread to get some information about this. I have very limited knowledge about the FBX and I am wonder about the way it store non-skeletal animation (and how it differ from skeletal) ?.If I am right above, what kind of limitations are exists for such kind of automatic conversion from non-skeletal to skeletal animation ? Any gotchas here ?Īsking to get as much as possible information in forward, to avoid possible problems as soon as possible.
![blender 3d animation without bones blender 3d animation without bones](https://code.blender.org/wp-content/uploads/2016/05/bbone-restpose_curves-motivation.png)
Does UE support non-skeletal animation “officially” ?Īs I am understand at this moment, the UE always import animation from FBX as skeletal animation and for non-skeletal animation UE just automatically insert single bone per object (?) and apply object animation to this bone, so internally it always have a deal only with skeletal animation for content imported from FBX.We work with UE 4.5.1, Blender 2.72b and below are my initial questions: We was able to run the scene somehow, but there are some issues so the intent of this thread is to get help with understanding of non-skeletal animations handling aspects as much as possible (I always prefer to deeply understand the things I am working with). Now we have some issues with importing into the UE4, so I am here to ask some help from community. It is a techno-style scene about the “classical” mechanisms with no any “organics”, so it was evident choice to use simple position/orientation keyframing with no skeletons. We have a scene developed in Blender 3D which use only non-skeletal animations.