There is no bones. Any self respecting animator knows the world of animation doesn’t revolve around bones, IK and character rigging. Yet it is the impression I got when researching how to animate and import things with animation, using Unreal Engine. What I have figured out on my own and from a hint after weeks of searching the internet, is that I had to create a empty in blender, and make it a parent of all the animated objects. I had to pretend the whole ■■■■■■■ thing was in fact a character rig. Then instead of doing a normal import, I had to import specifically into a level (doesn’t matter which), which gives me a totally different UI of options to work with. I treated the meshes as a skeleton mesh and I finally was able to import it, and made it work.
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