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…
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…
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
Ah yeah, sorry the way I worded that is probably confusing. To import a skeletal mesh, you require both the skeleton and mesh to be exported together. That creates the skeletal mesh asset. Later, to import animations associated with the skeleton, you only need to export the skeleton (no mesh requried for that).
you just need to skin a mesh to some bones, export the mesh and bones to an fbx and then import it as a skeletal mesh you could try adding a key on the bones and see if that kicks it into gear
The error says 'Could not find the bind pose'. The box is empty for the Skeleton as well. 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…
And the mesh and bones import fine...? I was told in a lecture last week that Max's CAT rigs tend to be more 'compatible' with Unreal compared to Maya, so it's ironic I'm having so much trouble lol. What was your approach? What settings/checkboxes did you have checked on export?
I just opened the unreal export/import docs and went step by step. Didn't have any issues except that if the joints are in a group then it gets confused and thinks they are a mesh. I don't remember all the details - its not possible and not necessary. Just carefully go through with a simplified setup first and with the…
Yeah, I suspect that it definitely needs the bones skinned to the mesh in order for it to work. I've not come across any scenario where someone has just tried exporting out the armature on its own. 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…