Hello everyone! I have a character model in Blender. There are multiple separate “Objects” that make up different parts of the model, such as one for the hair, one for the eyes, one for the body, etc. Because all of these Objects are separate from each other, with their own vertex groups, bone structure (if applicable), etc., when I export it all as an .FBX file and import it into Unreal, it imports as multiple skeletal meshes. I want it to import as a single skeletal mesh with every part included. Is there a way to do this?
Hello @Comicbook23 !
I found this topic about it.
It looks like the only solution is to combine all the meshes together.
I hope this helps!
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yes
you must join them all into one object in max/blender
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Hi @ariveros327! That seems to have been the problem. I’ve gotten it fixed now. Thank you!
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Hello @christuusgnosis! I joined them into one object in Blender, and that seems to have fixed it. Thanks!
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if you need them separate
you need to put each object at the origin
not arranged in a scene in blender
the pivot for every separate object in an fbx is always world origin in the blend file
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