Hi
I'm struggling to figure out how to correctly export armature/bones out into UE4/5 from 3ds Max. Rigging/animating isn't something I'm fully versed in. I've set up rigs and done a bit of animating before, in Max, Maya and Blender, but I don't think I've exported out full animations into Unreal before. And certainly not rigs on their own.
I've been asked to set up armature for a pair of FPS arms I made. Apparently, a couple of other guys are going to do the skinning and animating in Unreal, I think. They're setting up an IK Rig and Retargeting. However, I'm struggling to export out the armature and mesh correctly. I've enabled Smoothing Groups, Tangents and Binormals, Convert Deforming Dummies to Bones, Trinagulate, and Preserve Edge Orientation in the FBX export Geometry options, and I've tried enabling Animation and Bake Animation (not that there are any yet), but no bones show up in Unreal apparently. I'm probably misunderstanding and missing something as usual, but could someone help guide me to getting them exported and imported correctly?
Thanks
Replies
you could try adding a key on the bones and see if that kicks it into gear
But thanks for the tip; I'll give that a try and see what happens.
EDIT: Also, I take it it's not wise to reset the X-Forms (in Max) for things like armature...? Usually when I've tried, it all gets flipped over to its side.
It's good to also ask at the unreal forums as well. Of course if you get an answer there its nice to update here as well just so future searcher finds easy asnwer.
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 be that they can at least.
it's not especially intuitive but its a decent enough system - very flexible at least
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 skeletons, but I'm not 100%. I'm sure they'll let me know if both load in correctly.
EDIT: Nope. It's still not showing up. I don't even get a Skeleton appear in the box with Skeletal Mesh checked. My scene just froze too when I tried to import. :-\
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/HowTo/ImportingSkeletalMeshes/
EDIT: Going through different documentation, I'm not seeing anything that I haven't already done, and the majority are showing using Maya. Maya allows you to bind the rig to the mesh whereas Max doesn't give that option. It seems to be done via the Skin modifier, which I've already added and weighted everything. Also, Maya looks to allow you to export an FBX as an FBX Skeletal Mesh. I don't think Max does.
These are shots I've randomy grabbed from one of Autodesk's documents just to show what the options are:
- 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 get started with skeletal models in UE. There's no point worrying about anything else until you get these basics steps to work for you and all the other people involved.
(also : a skeleton can be referred to as an "armature", and bones can be referred to as "joints", but a "rig" is something completely different, helping with the manipulation of skeletons in either the 3D app or the engine by assigning user-friendly manipulators. I would advise to not use this term when talking about skeletons, as this is likely going to create confusion - especially now more than ever, since UE has recently been introducing specific assets for in-engine animation rigs).
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 fine and the right orientation etc.
One of my team members showed me how he managed to get it into Unreal fine. I don't know if it's considered the correct way, but it works at least. He basically added a keyframe to the Parent. And, to be on the safe side, added a keyframe to every bone. All at 0. He then selected everything - Parent, Skeleton, Mesh - exported as an FBX and had Animation checked, as well as the 'animation' baked. On import to Unreal, we just made sure that import animation was checked, along with all the other common options. That seemed to do the trick.
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 to drive the chain from shoulder to hand by simply moving the hand, or the math involved to make the head and/or eyes to look at a point in space by manipulating that point directly).
Put differently : if you are not an animator or a technical artist working with animators, you will never interact with a control rig (outside of perhaps posing your own models, but even that can be done without a rig if only static poses are involved). As a modeller involved with creating skeletal assets, your work will stop at weighting geo to bones for good deformation.
This is a skeletal armature :
This is a control rig :