I have a technical question about the rigging workflow. I´m not quite sure if this will work in the Engine:
See, I have a rigged Character Mesh.
Now there is one part of the mesh, which I cant bind to a bone in a way that it makes sense. So I want to animate that object separately, independent from the bones and skinning modifiers of everything else.
When I export the rigged Character to UE4, and then export one animation too, so I can use that animation on the imported Rigged Mesh in Engine, will the separated object behave, like I animated it in Max, even though it is not bound to a bone or anything?