hello everyone,
i'm new to UE4, currently having export-import problems from Maya 2014 to UE4:
in Maya, the character geometry isn't a single mesh geo, but consists of lots of geo fragments like this hierarchy:
- Geo_Mesh_group
- geo_group01
- geo01a
- geo01b
- geo02
- geo03
- geo04
- geo_group02
- 80 geos
- geo05
- geo06
for rigging, I used Advanced Skeleton autorig plugin. it automatically created hierarchy as follows:
- Group
- Main
- FitSkeleton
- MotionSystem (FK + IK joints, controllers)
- DeformationSystem (default bind joints + additional facial bind joints + accessory joints)
when i finished rigging and skinning and tried to export the fbx, there were Maya warning and error messages as follows:
Exporting T-Pose FBX ('Animation' unchecked):
Warning: Complex animation baked (1) 537 attributes had complex animation. Complex animation was exported as baked curves. (112770 evaluations done)
then I ignored it and continued importing the FBX from UE4, which gave me warning messages:
when importing Skeletal Mesh (the T-pose FBX):
Multiple roots are found in the bone hierarchy. We only support single root bone. Multiple roots found Import failed.
when importing Animation FBX:
Imported bone transform is different from original. Please check Output Log to see detail of error.
the final results:
- head geo is missing, but hair geo, which is a separate fragment, isnt.
so how do I fix these issue? your suggestion is appreciated with thanks.