I’ve been working in Unreal for years and this is a first. For some reason, some bones are importing out of place. I am in 4.26.
As you can see from the images, the neck bones are in the tail.
I’ve been working in Unreal for years and this is a first. For some reason, some bones are importing out of place. I am in 4.26.
As you can see from the images, the neck bones are in the tail.
I found a solution but if anyone else has a better one then by all means…
It seems that multiple bind poses existed when exporting from Maya “Unable to find bind pose” was the warning. Although I’ve had this warning before, this is the first time it has resulted in this behavior.
These are extra binds poses are sometimes left behind after binding/unbinding and rebinding (which I did) but Maya doesn’t auto-delete the old ones.
The solution I found was here: Maya - "Unable to find the bind pose" when exporting to FBX — polycount
Anyway, I deleted the extra bind poses and exported. I did not build any new bind poses. The error from Maya and the issue in Unreal appear resolved.
For those who don’t want to read the above discussion:
To nuke all of the bindposes:
Rebuild the bindpose: