Hey all,
So I ran into this one error while trying to import an animation onto a skeleton, and I need a little help getting around it.
Here is a screenshot for reference: ://i.imgur/rM38JnQ.png
I’m not entirely sure why it’s giving me this error, as the animation and the skeleton from the existing mesh should be perfectly fine, but it just refuses to work for some reason.
Any help at all would be appreciated.
Thanks in advance.
Probably this thread will help you to solve the problem: https://forums.unrealengine/showthread.php?62964-Trouble-with-Blender-to-UE4-animation-import
-which 3d tool do you use?
-what happens when you also include the root bone in your animation?
I’ve semi-worked out how to fix it. One of the animations doesn’t work outright, but I’ve got another one to do the tests with, so it isn’t too much of a big deal at the moment.
The model was made as a group project in uni, which was made in Maya and animated with mocap edits in MotionBuilder. Turns out that the idle had named the bones with extra prefixes that didn’t match up with the bones of the origin model. That and the root bone was named as reference instead of root, hence why the engine was confused. The idle had to have all its bones renamed which was annoying. Solved the issue in the end though, so now it works.
Thanks for your help anyways, .