I’ve created an animated pair of hands for a first-person game in 3dsMax. Apart from the two rigged arms the scene also contains seperate meshes for the fingernails, which are also rigged and linked to the bones of the hands with a Link Constraint.
When I import the whole scene as a ‘Skeletal Mesh’ into Unreal, the two arms and each fingernail are displayed in the Content Browser as seperate meshes.
How can I import my scene as a single Skeletal Mesh that contains both of the arms as well as the fingernails? I’m new to Unreal, so I’m most likely missing something in the export/import settings.
As to your issue, there’s a few things. First, your animation rig must have a single root object, otherwise it will separate out the elements by their root and you’ll get multiple skeletal meshes.
The other issue is that you can’t combine skinned deformable meshes and rigid unskinned meshes in the same skeletal mesh, it’s either one or the other. You need to skin the fingernails to the bone rig instead of using the Link constraint.
And again, make sure your bones have a single root object they are linked to, it can be a bone or even a dummy object.