Fbx import only imports skeleton?

Hi, newish guy here trying to figure out the best way to export animations from maya, it looks like the only way is to export an fbx. I have a character that uses control curves to animate with, when i export to fbx and re-import into maya it looks like it should. when i import into Unreal it loses the animation on the root which is parented to a curve (i’ve enable animation on root). the anim on the arms and legs which are controlled by IK parented to control curves comes across fine. I’ve tried baking anim. this rig works fine in Unity, is there something that i’m missing?

Thanks

it works if i constrain the joint instead of parent it then bake out anim. I guess unreal strips out everything except the joints, mesh and materials? unskinned meshes parented to bones seems to work though

Bake animation doesnt work on parented objects. You have to constrain the bones in order to bake them.

What I tend to do is have a copy of a clean skeleton hierarchy that I constrain 1 to 1 to my rig skeleton. Then bake that out. That way I dont have to destroy the actual character control rig.

thanks… i think the rigs i usually use work that way, this was just a quick and simple one. It work’ed in unity though, they must import control curves as well… Unreal looks better though so i’ll relearn