Ahh, I see. So, a 'rig' is only a rig if it has manipulators/controllers to aid with making an animation? Is it not a 'rig' if animations have been made/keyframed...? 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…
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…
Well, the other thing I'm a bit unsure about is what preferences need to be checked before exporting. I've noticed, that if I deselect Convert Dummies to Bones, it will import the rig in, but it treats it as actual geometry. Then it gives me warnings that there are no UVs present and has to create them. So I'm guessing…
Tested it further. Apparently no keyframes need to be added, nor do Animations or Bake Animations need to be checked on export/import. So long as the Parent, Armature and Mesh are all selected and exported, it works. :D
to import a skeletal mesh you need the bones and the mesh. They need to not be within any parent hierarchy and I think but am not 100% sure that the root bone has to be named "root". If the bones are within a group what I expect you would see would be the bones listed as mesh items in the skeleton viewer in unreal. I don't…
"Ahh, I see. So, a 'rig' is only a rig if it has manipulators/controllers to aid with making an animation? Is it not a 'rig' if animations have been made/keyframed...?" 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…
i don't know anything about max, but if an animation was required i feel certain that would be mentioned in the docs. When you are new it is very easy to flip some switches in places and not know about it, then you get wierd results that can be almost impossible to debug. It's usually easier to just make a fresh project…
I'm starting the suspect things are different with Max/CAT rigs compared to rigs from Maya. It strikes me CAT rigs need an animation to import in correctly.
One of the guys got it working by adding a keyframe/slight animation. It seems to me then that a mesh does need to be skinned and given an animation of some sort before it loads into Unreal properly. Unless someone can prove otherwise...?
- Export a skeletal mesh model as FBX from your application of choice. - 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…