Hi!, So i created a simple walk cycle animation in maya 2016, and then exported it to move it over to UE4. I imported the animation, mesh and skeleton (all in one fbx file, I exported everything together from maya) and then got a Big list of errors. I can only see part of the mesh, (the eyebrows) but the animation seems to be working fine. I tried exporting the mesh by itself and then importing it in Unreal but it didnt work, i can only see the eyebrows and nothing else. I did not create the mesh nor the rig. I just animated it.the error messages say that the mesh is not referenced by any hierarchy node and i am not sure what that means. Any help would be much appreciated. I spent many hours making this animation and i would really like to see it in unreal, Thanks in advance.
Here are the error messages. and the fbx file.(in zip because is larger than 5mb)
link text
Warning Mesh [Geometry have no name] in the fbx file is not reference by any hierarchy node. (<-this appears multiple times)
Warning The following bones are missing from the bind pose:
bn_spA01
bn_l_thigh01
bn_l_knee01
bn_l_shin01
bn_l_ankle01
jDrv_l_ball01
be_l_toeEnd_a01
bn_l_ball01
be_l_toeEnd_b01
bn_r_thigh01
bn_r_knee01
bn_r_shin01
bn_r_ankle01
jDrv_r_ball01
be_r_toeEnd_a01
bn_r_ball01
be_r_toeEnd_b01
bn_spB01
bn_spC01
bn_spD01
bn_spE01
bn_l_shld01
be_l_shldEnd01
bn_r_shld01
be_r_shldEnd01
jntDrv_l_autoClav01
jntDrv_l_autoClavEnd01
jntDrv_r_autoClav01
jntDrv_r_autoClavEnd01
rp_neck01
bn_neck01
be_neckEnd01
be_spF01
jDrv_spA01
jDrv_spB01
jDrv_spC01
jDrv_spD01
jDrv_spE01
jDrv_spF01
grp_locTwist_spine_vctE01
locTwist_spine_vctE01
grp_locTwist_spine_vctD01
locTwist_spine_vctD01
grp_locTwist_spine_vctC01
locTwist_spine_vctC01
grp_locTwist_spine_vctB01
locTwist_spine_vctB01
grp_locTwist_spine_vctA01
locTwist_spine_vctA01
bn_r_arm01
bn_r_elbow01
bn_r_wrist01
be_r_handEnd01
bn_r_pinky_a01
bn_r_pinky_b_a01
bn_r_pinky_b_b01
bn_r_pinky_c_a01
bn_r_pinky_c_b01
bn_r_pinky_d_a01
bn_r_pinky_d_b01
be_r_pinkyEnd01
bn_r_index_a_a01
bn_r_index_a_b01
bn_r_index_b_a01
bn_r_index_b_b01
bn_r_index_c_a01
bn_r_index_c_b01
be_r_indexEnd01
bn_r_thumb_a01
bn_r_thumb_b_a01
bn_r_thumb_b_b01
bn_r_thumb_c_a01
bn_r_thumb_c_b01
be_r_thumbEnd01
jInflu_r_forearmTwist_a01
jInflu_r_forearmTwist_b01
jInflu_r_forearmTwist_c01
cc_r_forearmTwist01
jInflu_r_armTwist_a01
jInflu_r_armTwist_b01
jInflu_r_armTwist_c01
cc_r_armTwist01
bn_l_arm01
bn_l_elbow01
bn_l_wrist01
be_l_handEnd01
bn_l_thumb_a01
bn_l_thumb_b_a01
bn_l_thumb_b_b01
bn_l_thumb_c_a01
bn_l_thumb_c_b01
be_l_thumbEnd01
bn_l_index_a_a01
bn_l_index_a_b01
bn_l_index_b_a01
bn_l_index_b_b01
bn_l_index_c_a01
bn_l_index_c_b01
be_l_indexEnd01
bn_l_pinky_a01
bn_l_pinky_b_a01
bn_l_pinky_b_b01
bn_l_pinky_c_a01
bn_l_pinky_c_b01
bn_l_pinky_d_a01
bn_l_pinky_d_b01
be_l_pinkyEnd01
jInflu_l_forearmTwist_a01
jInflu_l_forearmTwist_b01
jInflu_l_forearmTwist_c01
cc_l_forearmTwist01
jInflu_l_armTwist_a01
jInflu_l_armTwist_b01
jInflu_l_armTwist_c01
cc_l_armTwist01
be_headEnd01
grp_bn_mid_browSkin01
bn_mid_browSkin01
grp_bn_l_browSkin_a01
bn_l_browSkin_a01
grp_bn_l_browSkin_b01
bn_l_browSkin_b01
grp_bn_l_browSkin_c01
bn_l_browSkin_c01
grp_bn_r_browSkin_a01
bn_r_browSkin_a01
grp_bn_r_browSkin_b01
bn_r_browSkin_b01
grp_bn_r_browSkin_c01
bn_r_browSkin_c01
grp_cc_browSkin01
grp_cc_brow01
grp_locDrv_lat_l_eye01
locDrv_lat_l_eye01
locDrv_lat_r_eye01
jntDrv_l_eyeOri01
jntDrv_l_eyeOriEnd01
jntDrv_r_eyeOri01
jntDrv_r_eyeOriEnd01
iks01
rp_l_leg01
rp_r_leg01
spIK_spine01
rp_r_arm01
rp_l_arm01
controlObjects01
cc_l_knee01
cc_r_knee01
grp_ccs_l_armIK01
cc_l_elbowIK01
grp_ccs_r_armIK01
cc_r_elbowIK01
grp_cc_l_armFK01
grp_cc_r_armFK01
grp_cc_head01
grp_cc_eyes01
to_transform01
trns_toShow01
trns_toHide01
locMatch_l_wristIKFK01
locMatch_r_wristIKFK01
EyeGroup_lf
EyeGroup_lf_deform
eye_lf_main
ffd5Base
EyeGroup_rt
EyeGroup_rt_deform
eye_rt_main
ffd1Base
xtra_toShow01
grp_cl_knee01
cl_l_kneeCtrl01
cl_l_kneeJnt01
cl_r_kneeCtrl01
cl_r_kneeJnt01
grp_cl_elbow01
cl_r_elbowCtrl01
cl_r_elbowJnt01
cl_l_elbowCtrl01
cl_l_elbowJnt01
lat_l_eye01
lat_r_eye01
This can happen for bones that are not vert weighted. If they are not in the correct orientation after importing,
please set the “Use T0 as ref pose” option or add them to the bind pose and reimport the skeletal mesh.
Warning The bone size is too small to create Physics Asset ‘WalkCycle_WalkCycle_PhysicsAsset’ from Skeletal Mesh ‘WalkCycle_WalkCycle’. You will have to create physics asset manually.
-Warning Mesh [Geometry have no name] in the fbx file is not reference by any hierarchy node.