Ah yeah, sorry the way I worded that is probably confusing. To import a skeletal mesh, you require both the skeleton and mesh to be exported together. That creates the skeletal mesh asset. Later, to import animations associated with the skeleton, you only need to export the skeleton (no mesh requried for that).
I was collapsing the Skin modifier in Max, which made the rig no longer deform the mesh, so figured that was the issue. But no, still not getting the Skeleton appear on import and it still gives me the same bind pose warning. >_<
- Export a skeletal mesh model as FBX from your application of choice. - Check that it opens up fine in FBXReview. FBXReview is the official tool provided by Autodesk to do exactly what it says : reviewing FBX models. - Import this skeletal mesh into UE, leaving everything as default. These are all the steps you need to…
you need a mesh - on import of a skeletal mesh it creates a skeleton asset that contains the bone information and a skeletal mesh asset that contains the mesh and the skinning information. it's not especially intuitive but its a decent enough system - very flexible at least
I take it by 'bind' you mean to skin/weight it...? Unless you're referring to something else...? I have skinned/weighted a pair of arms, so I'll test to see what happens now. I think two of our guys have some system set up using an Unreal Retargeter...? I think the plan was to transfer animations made to different…
"Ahh, I see. So, a 'rig' is only a rig if it has manipulators/controllers to aid with making an animation? Is it not a 'rig' if animations have been made/keyframed...?" No. A rig is a compltetely separated entity from the skeleton. It's a set of manipulators that help drive the skeleton, using math (like the math involved…
The error says 'Could not find the bind pose'. The box is empty for the Skeleton as well. I think I misunderstood what my other team member meant and it does need to be skinned/weighted. But I am still curious if the bones/joints/armature can be exported and loaded up into Unreal without being weighted. The consensus seems…
to import a skeletal mesh you need the bones and the mesh. They need to not be within any parent hierarchy and I think but am not 100% sure that the root bone has to be named "root". If the bones are within a group what I expect you would see would be the bones listed as mesh items in the skeleton viewer in unreal. I don't…
Ahh, I see. So, a 'rig' is only a rig if it has manipulators/controllers to aid with making an animation? Is it not a 'rig' if animations have been made/keyframed...? Thanks for the heads-up about the FBXReview. I didn't even know that was a thing. I've just been using Window's default 3DViewer to see if the models look…