Failed to Import a FBX Model everytime

Its 2013 and not 2014

ok if you look into your saved folder and open the log file , after you have tried to import the mesh and then closed the editor.
you’ll find a load of entries like these


[2014.04.20-13.25.10:274][937]LogFactory: FactoryCreateBinary: StaticMesh with FbxFactory (0 0 C:/Users/Geodav/Downloads/Testcharforue4.fbx)
[2014.04.20-13.25.10:279][937]LogFbx: ItemName: GlobalSettings, ItemCount : 1
[2014.04.20-13.25.10:279][937]LogFbx: ItemName: AnimationStack, ItemCount : 1
[2014.04.20-13.25.10:279][937]LogFbx: ItemName: AnimationLayer, ItemCount : 1
[2014.04.20-13.25.10:279][937]LogFbx: ItemName: LayeredTexture, ItemCount : 89
[2014.04.20-13.25.10:279][937]LogFbx: ItemName: Texture, ItemCount : 89
[2014.04.20-13.25.10:279][937]LogFbx: ItemName: Model, ItemCount : 100
[2014.04.20-13.25.10:280][937]LogFbx: ItemName: NodeAttribute, ItemCount : 78
[2014.04.20-13.25.10:280][937]LogFbx: ItemName: Geometry, ItemCount : 18
[2014.04.20-13.25.10:280][937]LogFbx: ItemName: Material, ItemCount : 81
[2014.04.20-13.25.10:280][937]LogFbx: ItemName: Deformer, ItemCount : 73
[2014.04.20-13.25.10:280][937]LogFbx: ItemName: AnimationCurveNode, ItemCount : 10
[2014.04.20-13.25.10:280][937]LogFbx: ItemName: AnimationCurve, ItemCount : 10
[2014.04.20-13.25.10:280][937]LogFbx: ItemName: Video, ItemCount : 89
[2014.04.20-13.25.12:171][937]LogFbx: Loading FBX Scene from C:/Users/Geodav/Downloads/Testcharforue4.fbx
[2014.04.20-13.25.12:269][937]LogFbx: FBX Scene Loaded Succesfully
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [Eyelash2_] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [Eyelash2__2] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [R_Eye] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [R_Pupille] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [R_Eyething] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [R_Eyething_2] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [R_EyeLineout] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [L_Eye_Outglass] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [L_Eye] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [L_Pupille] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [L_Eyething] : Total Deformer Count 0.
[2014.04.20-13.25.12:272][937]LogFbx: Dumping Node [L_Eyething_2] : Total Deformer Count 0.
2

along with the fact that it’s a Daz/Genesis model which always causes problems, you might want to search for Daz to UDK or UE4 workflows, if i remember rightly the amount of material ID’s that daz exports causes the problem

mhhh… i see i dont use, Daz anymore,but thx, i find a way to get work it c:

Okay… now i know whitout Create phsysics in Import option it import Normally. so …,for what are this Physic asset option?

a physic asset is required for the collision and so called ‘ragdoll’ eg when a character dies

so i need it? … erm whenever when i use a C4D model and import it it dont works with physic asset too,what should i do?..

Yep, as geodav mentioned, it is for collisions and ragdolls :slight_smile: What happens when you try to create a physic asset?

Hey c: ,oh… maybe a stupid ask… but how can i create a physic asset whitout import option? :I…

Right click onto the skeletal mesh -> create physic asset

Thankies … I see you Have Skype, Maybe i can add u …?:I ,and i will try now create a physic asset.

Yep, just add me there -> ()

Okay added c: