Hello,
I created several characters mesh that are only slightly different. As I dont want to rig the mesh myself I am using mixamo to rig them and download some animations.
When I imported my first rigged character on Unreal, I kept his skeleton as the “generic” one so I could use it and all its animations on my other characters. The thing is, when I export a new character, that is rigger also with mixamo, and I choose the “generic” skeleton, it give me and error that it as “failed to merge some bones”.
If I ignore the message and I preview the animations it works fine, but I still get the error message " This skeletal mesh asset has an incompatible Skeleton. Assign a compatible skeleton to this skeletal mesh asset. ". each time I save the skeletal mesh.
To my understanding, this is because the name of the root bone is not the same. Unreal seems to take the name of my mesh to create a root bone from it. And as all my meshes have different names, the root bone ends up having a different name.
So if this is the hierarchy i have on my generic skeleton in Unreal Engine, how should I name or export my blender rigged character to unreal ?
I tried “Armature_003” but it wont work, and idk what this is but there is a little dot left of the name of the root. When I export other characters I dont have this dot so I am not sure what it means.
I am really lost on this. It seems like the solution is very easy as its only a naming issue but I cant find any way to export my characters on this skeleton.
Thank you !