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There are two factors to consider when rigging a character to make sure that your get proper deformation. Firstly, topology. You have to make sure that the mesh has enough (and correct) topology in the area you are deforming to ensure that the geometry can stretch and move with the skeleton without looking terrible. In the case of your model shown, it looks ...


I'm not an artist and don't claim to be one; this answer is mainly based on hearsay and "articles I read on the internet." Rigging and skinning works through math. There's no magic or physics involved, and an improperly-designed skin is going to cause you just as much trouble as an improperly-designed rig or an improper weighting. Based on your pictures I ...


Typically you need to zero out any transforms before you export into an exchange format or else it's bound to go totally crazy on the other end. That could be the issue. It could also be a bug in the exporter or in how assimp reads it. File formats like FBX are very complicated and this is very common. If you export the animation/skeleton separately it's ...


I had the same issue when I was attempting to make a model for a UAV in Blender and import it to unreal engine. I think I recall as a solution I just redid my bone weights and it fixed the problem. Then i rotated the model to go the direction I wanted to in unreal.

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