Hey there guys! So I've been doing a couple projects lately that required me to take models that were either made with Max or Blender and animate them in Maya. Everything works fine in Maya, but I've come to realize that other modeling software allow for spaces and periods to be used in the naming of objects in the scene.…
The rigid naming convention, and bone structure is one of the reasons to avoid biped (for me ). If the fbx importer from Unreal doesnt replace "Bip01FBXASC032Pelvis" with "Bip Pelvis", (like the Max importer does , I believe), then exporting via Max seems to be the best option, since it can be automated with scripts. Using…
What versions of all the software are you using? If I export from Max 2014 to Maya 2014 to Unity 5.0 everything comes in fine. Seems like the problem is Unreal to me. Try exporting from Maya as FBX ASCII format. Open the file in notepad. For me all the names appear correct with spaces. This means that Maya is working, but…
Maya dose not support spaces unfortunately that's why I'm running into this pesky issue to begin with :C but thank you for your response. I think maybe the answer relies on the Unreal side of things, since its the only one that doesn't seam to want to rename my object. I am using the pretty silly solution of importing my…