Hello Forum, I am trying to transfer this animated skeleton mesh from Maya to Unreal 4:
But this model imported into Unreal becomes just a head:
Apparently all the nodes are squashed into the main branch, and all the parts of the mesh attached to those nodes as well.
The FBX file also throws some warnings when imported (the constraint part shouldn’t be the major problem, because the same problem happened regardless of the existence):
Thank you CryBaby a lot for your reply.
I tested out FBX 2013, Smoothing Groups and Triangulate options, but I’m afraid to say I got the same problem.
After some different trials, I’m very certain that the “Skin Definition” error is the major problem.
I researched about this error but could not find the exact solution to my case.
I rigged and animated newly, deleted non-deformer history, and none of them worked.
Thank you dotdog20, I have no idea how it worked in your workstation but I appreciate your copy of the working version.
I tried baking animation but it ended up in the same result. I’m very confused at the moment.
I will try Maya 2016 and see if the Maya version matters.