When I import my cat rig it gives me an error for multiple root bones, this doesn’t happen in UDK. Anyone know how to fix this??
I checked the “Cat characters as HIK” thing, it complained on export but worked fine on import. Guess it turns CAT into a IK controller and FBX doesn’t support those, so it strips the CAT-ness out and leaves the driven geometry + bones in. Works for me.
Fixing export / import to UE4
Using: 3ds Max 2014 Student Version - 64 bit - FBX 2014
The problem was similar to the Broski’s.
My test mesh fails to import into UE4, giving “multiple root” errors.
My test mesh is skinned using Mixamo and then the AutoCAT script from Mixamo was run on it in 3ds Max.
Steps I tried that made no difference at all when importing to UE4:
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I deleted the Morph target conform created by the Mixamo script.
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Bake Animation turned on (I get warnings on finger orientations)
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Setting Cat Characters as HIK does not help.
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Included the CatParent in the skin (with no weights).
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I tried linking the pelvis hub and both foot platforms to the parent, to make one hierarchy.
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Adding the CatParent and feet platforms under a Point helper as an umbrella root.
…
Then I made a little mistake selecting stuff and found out what I was doing wrong.
Exporting EVERYTHING works, rather than just the mesh (as in UDK).
[Dropbox - Error][1]
Happy Weekend,
Tom
Edit: The crash on re-import when the FBX asset didn’t correctly import may be caused by the .uasset that is created (shown in the image).
- check convert dummys to bones?
-make sure u’r not exporting ik handles