There’s a few things you need to make sure of before you import into your game:
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When you export, your armature must be in its resting pose in Blender (T-Pose). Aka, no rotation/scale/position can be applied to any bones. What I do is I create a 1 keyframe long animation called initial, and switch to it before exporting.
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Every face needs to have a weight applied to it. Non-weighted faces will distort the animation much like you’re seeing here. A really good way to make sure you have this is when you parent your armature, you select “Use Automatic Weights” when it asks you.
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I’m not sure about this one, but combining meshes into one tends to fix it if certain parts of the model aren’t visible.
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Use the latest version of Blender. I’m not sure how helpful this would be, but my (very similar to yours) problems stopped after I upgraded and did the above steps.
After trialing SkinnedSample for a while now, it seems to me that it’s a bit basic in certain areas (no animation blending or modification of playback speed, plus it does not smoothly animate between keyframes, resulting in jittery animation).
If I manage to get BetterSkinned running, I’ll post my findings here.