Hi,
I’m having some issues getting my FBX skeletal mesh file to import - it imported fine for ActorX in UDK but for some reason UE4 just does not like it. I’ve done some searching on these forums to find a solution with no luck so I was wondering if someone here could test it out and see if it imports for you.
Here’s the FBX: http://dl.dropboxusercontent.com/u/25400185/fbxMesh/FBXMeshExport.fbx
Here’s the Maya ASCII (Maya 2011): http://dl.dropboxusercontent.com/u/25400185/fbxMesh/CubeGlovesAnimationRetweak12.mb
I’ve used Autodesk FBX Converter to convert it to Rocket’s FBX supported version with no luck also.
Cheers,
Jon
Hi Jonathan,
I took a look at your Maya scene and successfully managed to import the asset by baking the animation and stripping the scene down to only the mesh and the skeleton. This included removing the group nodes, most notably the globalScale which you had applied. If you need to resize your skeletal mesh, you can do so in the editor.
FBX is attached
Cheers!
FBXfile
Thanks for taking a look into this for me Stephen! Much appreciated.
Jon
Just enable the “import rigid animation” in the import settings → When I enable it, then it works with your file
Hi Philipp,
Thanks for your response, it’s much appreciated.
I tried that but it only imports the static mesh plane under the skeletal mesh when enabling that option (which should have been removed before posting it here, sorry). The skeletal mesh itself does not import unfortunately. 
Any other ideas and suggestions are much appreciated!
Cheers,
Jon
ok I’m not a maya user but i’ve found a few things and this is what i did to get it to import
- delete the camera aim, you can only have 1 root in the file
- removed the : from the mesh name
- unlinked the mesh from the root but maintain the skin, also deleted the helper/dummy
not sure how to do all that in maya but it worked for me
this UDK thread might help you along
http://forums.epicgames.com/threads/927226-Free-Eat3d-video-3-part-series-on-Playable-Characters-from-Maya-to-UDK-using-FBX