Mesh issue when importing animation from Maya

Hi,

I have read a lot about this issue and watched videos, but I can´t find a solution for my problem. I am using: - Maya 2014 - U…E. 4.8

I´m working in Maya using the Mannequin rig. Once I finish my animation, I export in in .fbx and then I import the animation into my UE mesh. This mesh was given to me and it looks like the mannequin guy, but with female features. The animation works perfectly, but her feet look distorted (pic atttached)

I get an error message saying “the bone exists only on skeleton, but not on the current mesh”. These bones are also seen on the picture:

  • ik_foot_root

  • ik_hand_root

I really don´t know how to fix this. Any ideas how I can get rid of these bones in the rig or fix this?

Thank you in advance, Adrian

In Maya, with the entire skeleton selected in the Outliner, hold control + select all IK Controls (to deselect them), then re-export from Maya/import to UE4. If this does not resolve your issue, please provide a screen shot of the selected joints in the Outliner. -Thanks