Skeleton import broken

hello, i’m a newbie with unreal, but i’ve already work few times with unity.
I want to intagrate animation in unreal but when I import a custom rig, a part of the skeleton is broken whitout any reasons.
is there a way to fix this?

Thank you for your answers

The only way to fix the rig that I now is ti use a 3d application like Blender, Maya 3Ds Max etc… and then export it to Unreal Engine.

I understand, but i created my rig and model using Maya and the skeleton is acting completly fine in Maya. I have also tried to import other rigs and their animation, and for some of them, Unreal destroy completely the skinning, creating weird/creepy monsters…
Is there some import option to check before importing?

Try to export it to Blender, and see if the rig is broken, if it is not, then try to export it from Blender to Unreal Engine

It seems that my skeletton is completely broken in blender, but again, i don’t understand why is it like this. It’s not even the same results as in unreal…

Did you turn of the “Use Pre/Pos Rotation” and turn on the “Force Conect Child” in the FBX import?
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If that don’t work, try to export it when Collada export (.dat file) type

alright, I’ve exported the good blender skeletton, and it act fine in unreal (appart the _end bones, but thats not that important) But the skinning is acting a bit crazy…

I do work now, but that skinning is not right.
You can try to import the model to Blender 2.80, and and export from that, It can be a glitch in the FBX export. But I don’t now if that will help you.
But I’m glad that I was able to help you.

Do you need more help?

I’ve tried your solution, but unfortunaly, the result is the same :frowning: there must be a glitch in the skinnig. but I don’t know if there is a way to fix it without remake the skinnig.

It is a way, but it will take some time. what you need to do is to “Weight Paint” and paint more strength to the parts on the model, or you can re-skin the model. That is the solutions I now about.

Welp, i guess i got a kind of answer to this mess…
Anyway, thank you very much for your time and advice.

No problem