Facial skeleton and body inside the Engine?

Hey folks,

Having issues importing inside ue4 a perfectly fine working rigged character with both facial and body animation. When I import it inside the engine it doesn’t finds the skeleton. And when I import it without the animations are missing.

Any clues?

Cheers,

Are you using blend shapes on the rig or joints?
Are you able at least to get the character with full rig inside UE4 and check if the joints are there?

http://imgur.com/a/OEGr8

here a few shots.

It’s using joints, thanks for help!

Well looking at the pics it looks like you are using Character Studio available in 3ds Max but the runaway joints suggests that they are joint effectors from a characterized character model from MotionBuilder or from Maya’s HIK rig which is a sub-set rigging system that’s used in MB.

In both systems if you save or export the characterized rig with the FBX file it saves the effectors along with it as bones or helper objects and if the animations is not plotted down to the skeletal rig the transform data will remain with the effectors so that would explain why your not getting any animations. If it animates ok in the source app you can try setting the FBX export to bake animations which should force FBX to export joint transforms if driven by constraints which FBX does not support.

By the looks of it the main joints are there so UE4 is importing but something is being added or not set up right from the source. Can you provided the FBX source and I’ll have a look see