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.
"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…
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…
I was collapsing the Skin modifier in Max, which made the rig no longer deform the mesh, so figured that was the issue. But no, still not getting the Skeleton appear on import and it still gives me the same bind pose warning. >_<
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…
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?
Gotcha. Thanks for clearing up the confusion. :) I have set up a rig before following a tutorial or two. I did one in Blender some time ago and one in Maya. But as I'm primarily a character artist - yeah, weighting armature to a mesh and posing it for presentation is about as far as I'm likely to go.
- 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…
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…
Was it this one...? https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/HowTo/ImportingSkeletalMeshes/ EDIT: Going through different documentation, I'm not seeing anything that I haven't already done, and the majority are showing using Maya. Maya allows you to bind the rig to the mesh whereas Max…