- Whats the best workflow in Maya to combine the elements of your character into one mesh? (to avoid having a crazy ammount of assets in UE5) Eg can you perform a mesh combine as a final step before exporting?
You can take a look at a Metahuman to create the same setup, meaning a skeletal mesh ( SK ) as the âmainâ ( doesnât really matter if itâs boots, hands or something else ) and then have additional SK as child of the main SK, but you also need to do the master pose component setup.
So in Maya youâll export only the skinned meshes using the same skeleton, and youâll also import the skeleton the first time youâll import the SK in Unreal, then for any additional SK youâll export from Maya ( hat, shoes, whatever ) youâll assign the skeleton that has already been created.
The AnimBP will be assigned only on the âmainâ SK, and itâll work an all the child SK of the main mesh by using the master pose setup.
Regarding performances, if you have a bunch of SK is not a big deal, but if you have a lot ( 30/50 ) different SK, all needed for one body, well thatâs not really ideal.
- Should you bake your animations before exporting or just click bake animation on the export options?
I usually bake the animations before exporting, but I also did it during the export, and for me it works both.
- How does UE5 recognise the root bone, does it need to be labelled as root?
As far as I know yes, you do need to label the root, otherwise Unreal will import the skeletal hierarchy as it is in Maya.
For example, if you try to import a Mixamo character, youâll see that the first joint of the hierarchy is the pelvis, so Unreal wonât create a root for you.
- Do you need to select the whole hierarchy when exporting?
Yes, usually I select the entire hierarchy then Export selected
- Do you need to select your blendshapes when you export or will they automatically be considered?
If the SK in Maya has blendshapes, the FBX will also contain the blendshapes, but within the import options you do need to flag âImport Morph Targetsâ
- Whatâs the best workflow for working in smooth mesh preview mode in Maya and exporting the smooth mesh only when exporting to Unreal?
Not sure, I guess you can create a custom script that export the smooth mesh only
- Do parent constraints not work at allâŚis it best to parent by binding and then editing the skin weights? For example if your character is carrying something like a sword.
You mean from Maya to Unreal? Maya doesnât carry the constraint within the FBX, and usually in Unreal you donât create a constraint like you do in Maya, but you simply spawn/attach the sword on an additional joint on the hand ( called socket, created inside Unreal ).
For example, if the sword is on your back, the sword itself will be a static mesh not a skeletal mesh, and what you can do is an animation that reaches for the sword, and when your animation reaches a specific frame, youâll add a notify that will activate an event, and that event will attach the sword to the hand.
Do not bind the sword to the skeleton, is a waste of performances.
- If your character is the wrong scale, should you change the maya export settings or the Unreal import settings? Or the maya units?
I usually import a Mannequin and a cube inside Maya, just to have a frame of reference.
Do not change the scale from the import window, it will mess up the AnimBP usage, I saw lots of people complaining about this.
If you need to scale a character do the following:
- ( In Maya ) Scale the root as you need
- Select the character mesh, then Ctrl+D to duplicate it ( so this is a copy without the skin weights )
- Select the character mesh, save skin weights or use Deform>Export Weights, since it gives you better results.
- Delete the skinned skeletal mesh
- Freeze scale on the root joint
- Delete history on the copied character mesh
- Bind the character mesh to the skeletal hierarchy
- Import skin weights
Regarding animations, in general it is better to create a script that bake the animation to the skeleton, then remove all constraints from the control rig, and export the data, but it is better to do this via reference, since if you accidentally save the now unconstrained animation, well, not good, so be careful with that