Hi
I am attempting to import a Skeletalmesh with animations to UE4 from Maya 2012 using FBX 2013.3 (I can’t find any later versions).
I am easily able to import Static Meshes, no problems, however after rigging, skinning and animating my character, it fails to import skeletalmeshes.
I try to import my mesh with skeleton, and it just recognizes as a staticmesh, despite having a skeleton.
It also shows me the message:
“WARNING: Asset does not appear to correspond to the selected type, and may not import correctly”
This shows if I select animation, or skeletal mesh.
If I export just the skeleton on it’s own with animations, and I try to import, it detects as being an animation, but obviously I need a skeletalmesh before I can import it.
I have been trying to export/import based on these links and I should note that I am not using the A.R.T tool.
Here are my export options from Maya (Also bare in mind I have tried various combinations of settings).
The error log tells me:
“Failed to find any bone heirarchy. Try to import as Rigid Mesh option enabled”.
(I’m looking into this specifically now to find a solution).
I am not trying to do anything too complex either. The character is pretty simple, with a basic skeleton with a really basic animation, so that I can work out the pipeline for importing skeletal actors and animations.
But seems I have hit a brick wall.
After about 3-4 hours of searching for answers, and trying a whole bunch of things, I have finally given up and come here to ask for help.
More than likely, it is something really simple and stupid on my end…
But I did just try the most simple set up.
I created a cylinder, I created a root joint, I bound them, I selected the mesh, I selected the root joint, and exported.
Tried to import and it gave me the same error.
I then selected just the root joint and immediately was recognized as animation.
So confused right now
Thank you in advance.
Your help is appreciated
UPDATE:
I just decided to ignore the message, while also ticking the import option box “Import Rigid Mesh”, and it seems to import.
Except the skeleton doesn’t seem to have been imported at all…
And when I try to import the animation, I get the following error:
“Could not find needed track (testAnim_Mesh).”
Which I would guess occurs because there is no skeleton.