I have a test mesh I made in blender, with two pieces, attached to an armature. The weights are set so that the top part is controled by the bone, and the bottom part is unaffected. However when I import this into UE, the bone is affecting the entire object. I’m not sure what I’m doing wrong here.
Any help is appreciated.
Skeletal meshes have to be assigned to a bone. You can’t omit vertices when skinning the mesh. Therefore, skeletons always have a 2 bone minimum. For your purposes you skin all geometry that doesn’t move to the root bone and the other bone would be what animates. You can set the root to be in the same position as your pivot for convenience.
Ah, perfect. It worked. Thanks a lot