Blender Auto Rig Pro skinned model with animation - fbx invalid Bind Pose error, gltf root bone renamed to root_ProxyTrueRootJoint

Hi, I have a problem with exporting my model. I need it to have its root bone called root. I tried to call the main rig and its child: rig, root and Armature and i tried to export it through ARP and default exporter.

  1. When i try to export rig through ARP fbx i get an error when i import it to unreal saying that my rest pose is invalid and skinning is rebuild using frame 0 pose. This result in overwriting my custom weight painting and deforming model during animations. The root bone is called correctly - root.


  2. When i export it through gltf ARP i have no errors and the custom weights get imported correctly. Unfortunately my root bone has a suffix added and its called root_ProxyTrueRootJoint


    2.1. Also, through arp gltf exporter i cannot export a rig called root it gives me error
  3. When i export FBX through default exporter i have to name the main rig root and it exports correct skinning and the root bone is named root but unreal engine retargeter does not see that root bone and other bones.



    These are my export settings:
    ARP FBX:



    ARP GLTF:



    DEFAULT FBX:

Please help

I forgot to add that i have many warnings in the console. I made all bone collections visible, selected all of the bones went to drivers editor - channel - delete invalid drivers but it says no invalid drivers.



still having a problem with these :frowning:

hi, this is a dumb question, have you applied the scaling, location and rotation of the mesh and the rig before exporting?