Hi all,
I’m exporting a character from 3ds Max to Unreal Engine 5. It uses a Biped rig with extra bones, Skin and Morpher modifiers (stack order: Editable Poly > Morpher > Skin). Morph targets and animation play fine in 3DS Max. (See fig. 1 & 2).
When I export the skeletal mesh with animation and morphs, I get this warning:
“Imported skeletal mesh has some invalid bind poses. Skeletal mesh skinning has been rebind using the time zero pose.”
In Unreal, the morph targets only appear if I move the Morpher above Skin in the stack, but they don’t behave correctly.
Worse, when I export animation (baked), the mesh just stays in T-pose and only the global translation and rotation play but none of the bones animate at all. This should also have a morpher track over the top. (See fig.4).
I’ve tried “Use T0 As Ref Pose” in the import settings, but no luck. Also tried clearing animation and reloading .bip, baking keys, exporting mesh/animation separately and get the same results.
I’m importing the mesh in it’s t-pose and the animation as an .fbx with animation only. All export options should be correct. (See fig.3).
Has anyone run into this? Why are the bones not animating and morphs only half working?
Please let me know if you need further info.
Thanks in advance.