I’ll explain the process I’ve been trying to use, to create some prototype animations for my project:
- Export the UE ‘SK_Mannequin’ skeleton
- Import FBX into 3DSMax, do some animation on it, export it
- Import FBX back into Unreal, assigning it to the ‘SK_Mannequin’ skeleton in the import settings
However, Step 3 isn’t working. The export from Unreal creates a dummy object in the FBX, which I can delete, but the importer refuses to recognise that it’s the same / compatible skeleton. Trying to select it just throws the option back to ‘none’.
To troubleshoot the issue I decided to export an animation that’s already on the skeleton, and then reimport it. But I get the same issue, despite it being an export/import using UE4’s own tools.
Does anyone know what could be happening?