Hi
What is the method to sucessfully export a skeletal mesh from Unreal take it into Blender, modify the mesh slightly (combining materials in my case) & reimport to Unreal.
Without it breaking
- I have seen various methods -all seem to break my skeletal mesh which is quite simple and uses the older Unreal skeleton (without finger bones etc.)
My skeleton has a root bone for root animations.
In Unreal before export I see this: (The preview mesh is another mesh using the same skel and does not have anything skinned to certain bones hence greyed out )
in Blender I see this list:
Fixing the materials in Blender then exporting back to Unreal 5.6 brings up errors like this :
(I want my skel mesh to use the origional skel that it was exported with, so it can play the same animations)
Then it says this Failed to merge bones…
I dont think I want to regenerate the skeleton so i click No
- because what does that do to existing other skeletal meshes that use the same skeleton IDK
then I get errors to do with Invalid Bind poses -“Imported skeletal mesh has some invalid bind poses. Skeletal mesh skinning has been rebind using the time zero pose”
The Skel mesh looks perfectly fine in the editor and the limbs move when i rotate bones.
then I get an error message inconveniently EPIC don’t allow you to copy..
“This skeletal mesh has an incompatible skeleton. Assign a compatible skeleton to this skeletal mesh asset”
Then when I play an animation it’s all smooshed.
So now what?
(The physics asset gets correctly made - i guess that comes from the bones)
When I Skeleton/ Assign Skeleton as the error message says to do, I see this:
So it seems like my skel mesh has an extra bone that is created by BlenderI re-export from Blender but Export Selected Only and leave out the ZaraWoo element from the selection (thank god for my stupid naming that is easy to spot)
I import that and there are no errors at all. YAAY!
–However the animation is still borked.
What to do?
Any ideas?