I have a Maya scene with an animation rig (it’s w.i.p.!). I want to export as little as possible from the scene, when exporting a skeletal mesh or animations. I’ve tried only selecting the “base skeleton” joints and the character mesh and then going “Export Selection…” and exporting as FBX, but when I import that file to Unreal I find that lots of extra joints (that I use for IK and FK controls) have been imported as well. Just opening the exported FBX file also shows me that more than what I had selected was exported.
I’m obviously doing something wrong. Will FBX export always include assets from the Maya scene that are referenced by the selected assets? I tried unchecking “Input Connections” in the export options and that might kind of work… but then - unless I’m mistaken - the character mesh seems to lose its skinning information…!
I’ve tried googling for a solution to this but thus far I haven’t found anything relevant.
I’m using Unreal 4.18.1 and Maya 2014.
If you can help point me in the right direction (maybe there’s a guide for exactly what I’m attempting somewhere) or if you can say where I’m going wrong, that’d be much appreciated!