Hello, I want to export a skeletal animation from ue5 to max, change it a bit and then export it back to ue5 This is not straightforward and I don't understand why. It doesn't seem to matter what I do, I will always get this message on import: Warning: Could not create a valid skeleton from the import data that matches the…
I am not familiar with max, but I think the problem might be with any added groups or transforms and then the import settings in unreal. What I found in maya is that when exporting the skeleton, it cannot be within any groups. It seems that unreal expects the root joint to not be child to anything else, or it gets…
@Fabi_G - that's pretty standard and shouldn't cause any issues with export in theory. I should point out I'm not trying to edit the skeleton, I just want to use the one I've got (which may or may not be the default as I'm using an asset store framework to build on) @Alex_J - yeah, I feel like I've accounted for those…
Is this straightforward with Blender? In my experience editing the epic skeleton in Blender is a bit tedious: Seems the bones axis are different than in the app the skeleton was created in (Maya?). As a result the bones are not pointing towards the next joint in hierarchy, but are rotated by 90 degrees. Also makes it hard…