hello everyone,
i’m new to UE4, currently having export-import problems from Maya 2014 to UE4:
in Maya, the character geometry isn’t a single mesh geo, but consists of lots of geo fragments like this hierarchy:
- Geo_Mesh_group
- geo_group01
- geo01a
- geo01b
- geo02
- geo03
- geo04
- geo_group02
- 80 geos
- geo05
- geo06
for rigging, I used Advanced Skeleton autorig plugin. it automatically created hierarchy as follows:
- Group
- Main
- FitSkeleton
- MotionSystem (FK + IK joints, controllers)
- DeformationSystem (default bind joints + additional facial bind joints + accessory joints)
when i finished rigging and skinning and tried to export the fbx, there were Maya warning and error messages as follows:
- Exporting T-Pose FBX (‘Animation’ unchecked):
Warning: Complex animation baked (1)
537 attributes had complex animation.
Complex animation was exported as
baked curves. (112770 evaluations
done)
then I ignored it and continued importing the FBX from UE4, which gave me warning messages:
- when importing Skeletal Mesh (the T-pose FBX):
Multiple roots are found in the bone
hierarchy. We only support single root
bone. Multiple roots found Import
failed.
- when importing Animation FBX:
Imported bone transform is different fromoriginal. Please check Output Log to see detail of error.
- the final results:
-
the char is lying, not standing (it seems like Y-up and Z-up axis switched). I had tried to change to Z-up axis in Maya, then rotated the lying character to standing, but it didn’t make the character stand
-
head geo is missing, but hair geo, which is a separate fragment, isnt
so how do I fix these issues?
your suggestion is appreciated with thanks.