I have spent some hours in maya preparing and rigging a mesh with a skeleton by myself, I weightpainted it using Geodesic Voxel bind but I don’t get any references to bones or sockets when importin the fbx as a skeletal mesh.
I have done as the documentations say but no bones show up in the list in UE4.
Note; I didn’t use the ART-plugin but I rigged the character myself. I couldn’t manage to figure out how to import my premade mesh into ART. Also I noticed that in ART I couldn’t add extra leg bones, my character has one extra bone between hes knee and foot that bends the other way.
How would I add my mesh into ART and/or how do I add the self-made skeletalmesh into unreal with the bones listed and accounted for??
If skin of your character working properly in MAYA, maybe problem in parameters of FBX Export plugin. Algorithm, which calculate skin weight, not matter. Try import last exported FBX file into MAYA. If you get mesh and skeleton, but mesh not skinned, so parameter for export Animation or Skin constraint in Deformed Model section not checked. Try to choose built in preset “Autodesk Media & Entertainment” end export again.
I am almost certain that I skinned it right though. The arms and legs moved correctly when bending them , but you are correct about the export, I didn’t have much of an idea of which box to check/uncheck.
One problem solved, skinned it right and everything. Now the hard part, creating the animations for it. I have tried using the Animation Rigging Toolset ART but with no luck. When I finally came to the part where I was to build the rig on my custom character it saved the ART project but automatically instantly deleted it afterwards…