Hi All,
I’ve been trying to import a constraint driven animation into ue4 by pushing it through 3ds max.
It consists of a working animation in 3ds with quite a few moving parts.
Imported in to 3ds using the Inventor 2018 to 3ds Workflow, which allows you to select a driving constraint for animations.
Exporting from 3ds is in a FBX format, with animations selected.
Importing to ue4 via “import into level” crashes ue4, where as dragging the fbx file into the content browser allows me to import and recognizes it as a skeleton animation, but once imported, is broken into heaps of different parts and animation files.
Surely there must be an easy way of doing this with out converting to bones or manually recreating the animation using rotations etc in 3ds. That just wouldn’t be viable as the part consists of cranks and brackets that all move with each other.