Importing multiple animations from 3DS Max or Maya - What's the optimum workflow?

As we all know, 3DS Max and Maya only support one animation track per file. I’m looking for a way to import multiple animations from Max or Maya, without using Motion Builder or other similar software, as we cannot train our artists to use another software for just this one relatively simple task, not to mention licensing, etc…

One way is to have multiple FBX files, each with an animation track inside. This is obviously hard to maintain and creates unnecessary storage overhead. I would like to avoid this if possible.

Another way is to have all animations inside one FBX file as a single track and manually mark start/end frames. It should be possible to split this large animation track into smaller ones during or after import. However, I haven’t found a way to do this inside UE4 (yet). I should probably mention that this was our preferred workflow with Unity, and the artists already have it figured out.

So, what should we do? What’s the best way to import multiple animation tracks directly (as directly as possible that is) from Max or Maya?

bumpitty bump bump

So here’s what I’m currently doing:

  1. Import the whole animation
  2. Duplicate it as many times as needed for different clips
  3. Open each individual clip, and remove extra frames by right-clicking on the timeline and choosing “remove frames xxx-yyy”

I feel there must be a more elegant way though…

Hell Srs, there is the Game Exporter in Maya, there you can set animation clips with the length from start to end frame. You would still have to make all animations in one timeline but I think it could be a better fix than doing all files manually in Unrea 4, Since the clip values will be stored in the game exporter every time you open the maya file, will be easier to modify you animations, and If im not wrong you can also choose to export only one animation clip separately

I import mine from Maya, one sequence at a time. I followed this tutorial and it works every single time. In half hour you’ll get all the answers you need :slight_smile:
https://www.

Maya: Export all, bake animation. I do this for every single animation for the purpose of source control and easy reimports. Every animation = 1 fbx file. And 1 Maya file.

UE4: Import. Select the files. Select the skeleton. Deselect the import mesh. Make sure animation is ticked.