We have 8 rigged characters with +30 animations and 8 rigged arms with 120 reload animations created with Maya advanced Skeleton tool.
These meshes worked fine in our Unity3d project, and we are importing them into UE4 now.
Right now we focus our work on the characters (well do the arms after that):
After importing, the character mesh is very small.
If we scale the meshes & bones in Maya 2013, the animations are broken in UE4.
UE4 also shows this log when we do importing:
‘‘Warning: A bone or bones with a non-identity scale factor was found for skeleton (skeleton root name: ‘transfrom1’).
Unreal does not support scale on bones so the FBX importer will attempt to apply the scale to the bone’s translation. If the results are not as intended, please use identify scale for all skeletons in the original scene.’’
Note that ‘transform1’ is auto generated by Maya when we do the scale action.
Is there a way we could reuse these rigged & animated meshes in UE4?
We are porting our entire project with 1 year of animation work and obviously remaking them all would be a nightmare. Epic, don’t hesitate to PM me with an email address, I would be more than happy to send some sample files, I hope you could try something, I’m sure you understand the scale of the work that might be lost otherwise.
Please help us!
In the meantime her’s an early preview of a map we started to convert today from Unity to Unreal :