Hello there, I’ve been trying with different methods to animate a gun firing simply for testing purposes and import it into UE4 however I am having severe issues with it getting in the engine as it keeps failing and saying that there is multiple bone roots, Now I’ve tried a few methods of linking the bones in 3ds max, but I’ve found if I just have a COG or Base bone with the other three bones linked to it I have issue where the child bones will only rotate the whole system rather than move around independently of the parent as I expect it should, so I’ve taken to using some dummy objects to aid in animating and linking things together for the hierarchy however now I get this failed to import…
To be clear without the helper objects if I try to animate the bolt assembly by moving it back, the whole skeleton and mesh will rotate around the pivot point of the root bone even though I am using the move tool. I am unsure of how to fix this and have tried searching but as I am not sure entirely what is happening, my searches have turned up nothing of use.
same issue over here.
i am new to UE4 but not new to DCC software.
the last couple of days i have been trying merely reimporting the mannequin fbx, without any changes even.
no matter what combinations of options i used, i always have gotten the same error message as you.
if trying to import the mesh via “reimport mesh” UE invariably crashes.
at first i thought i may be doing something wrong but it does seem this is a massive bug.
as a test, would you mind exporting and reimporting the mannequin fbx, just to be sure?
this issue annoyed the hell out of me. fwiw, i tried houdini and blender and they seem to work albeit have other issues.
my money is on 3ds max bug.
I am just shooting in the dark, but do you have anything hidden? Any hidden stuff in the scene will be exported unless you select only what you need exported and do an “export selected” to produce the fbx. It could also be that the cameras are causing some issues if they’re being exported as well.
Just a side thought, if you don’t need an object to bend (like an elbow, knee, etc), you don’t strictly have to use skin. If you break your AK model itself into the required objects (make sure to set the pivot point correctly after) and then link them together as you desire, you can forgo the skin modifier and pretty much your entire skeleton. You probably still need a root node (like a dummy) to keep unreal happy, but beyond that you should be set.
Also, for what it’s worth, I have not seen this bug happen using 3dsmax 2015. I have exported a bunch of characters and some static geometry into the engine with no issues (at least non that weren’t my own fault).
Yeah I have tried re-importing that mesh and UE crashes, I couldn’t get it to display that same message however, but I was only re-importing into the same location as I exported from.
I am finding it quite annoying, however I do not believe it is an issue with the modelling suite being used, as I know that 3DS Max allows for the linking of various things into one another without issue.
It is possibly a bug in UE, however I don’t understand why something like 3DS Max can allow for multiple root bones and UE just disallows it without any way to reparent in-engine.
i honestly think that its a max thing as the max exported mannequin did not work in other software aswell. the unreal one i could import without problems anywhere. i have logged this as bug with autodesk. @swolf can you perhaps try the test with the mannequin in 2015? just bouncing the fbx between max and unreal engine.