Converting static mesh to skeletal mesh (using built-in plugin) - which bone to specify as "Binding Bone Name"?

I have a static mesh and a skeleton, and want to create a skeletal mesh that can walk, run etc. But when I try to run that animations on the created skeletal mesh, there happen unpredictable things depending on the specified bone. Who knows which bone is it correct to specify?

1 Like

@SupportiveEntity, your team created this, maybe you will help me?

Hey there @Etyuhibosecyu! The correct binding bone is often the “Root” bone of your character. This is usually a core bone at the center of the hips or a true root directly on the ground that the next in line (hips) is bound to. Most characters created should have it, but if not you may have to edit it to create one.