I don't know unreal, but here's the most straightforward result I found, no clue if it's out of date. But I'd be surprised if there's much more to simple transform animations, there shouldn't be a need for skinning or blendshapes.…
Hello, i'm looking for a way to export my animation from maya to unreal4 the twist is that my rig is made from a couple of mesh that are parent to the joints. So when i export in unreal my mesh does not move. thanks for any help in advance :smile:
I don't think its possible to export animations to unreal without a skeletal mesh. Right now, unreal does not support vertex animation data from FBX files. There is support for morph target though. Have a look at this thread. https://forums.unrealengine.com/development-discussion/content-creation/491-vertex-animated-fbx
is there no way that i can just bake the animation on maya and on unreal it just play it. I dont want to be able to modify the animation in unreal i just want it to play? my mesh as 600+ individual part and painting skin weigth on every single one will be a long time my rig resemble this guy rig in…
Hi, You need to Skin and paint weights so unreal can interpret the mesh as a skeletal mesh. GO here first -> https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-CharacterAnimation/files/GUID-66922B35-A848-4161-BFCF-4EB75413702E-htm.html And here ->…