So I'm working on a project (animated mech from Xenogears), and I'm using Link Constraints to pass control. When I tried to import this into Unreal, UDK wouldn't read the animations. I knew Link Constraints were accepted into Unreal (done it in the past with PSA/PSK) so I looked for an ActorX plugin.
I found an ActorX for Max2012+ (and Maya too!). Export .psk & .psa, and bam, it worked!
The guy said he got permission from Epic, so I hope it's okay? Here's a link to it if anyone was having the same issue with .fbx importing.
http://www.gildor.org/smf/index.php?topic=958.0
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That said, if Actor X is working fine for you, and you don't need to upgrade to newer versions of DCC apps in the near future, you might as well stick with what works.
So based on what you're saying, the FBX pipeline means I can't use Link Constraints? I had "Bake Animation" checked when I did my export, which is why it was strange that it wasn't working at all.
Maybe try that with your constraints?