Probably simple: importing car rig, ended up with tons of skelmeshes and meshes

Hi,
I am currently making a rig for a car that is made up of multiple mesh components - I did some research and this should be fine, so I thought. I also took the tires and bound them one by one to specific joints via smooth bind so there wasn’t any painting/weighting required.

Then I exported selected from maya into fbx, imported into unreal and ended up with a skeletal mesh and physics asset for every single mesh piece. So obviously there’s a setting or some workflow thing I didn’t do correctly.

Is it possible using several binds vs. just one big bind with weight adjustments did it? or I missed an option in fbx on export? Just fyi using maya 2016.

Thanks!

Gotta love solving one’s own issues - so it turned out I didn’t have animation and skin export turned on in the fbx importer… voila problem solved.

ha ha, easy mistake to make :slight_smile: