Hello people and a good day to the lovely and nice devs!
I encountered the multiple root problem and I may have a solution.
I made a LOT of tests and here are the things I expierienced:
- Using my mesh or any combination of premade models from Softimage (inclusive rigs) resulted in arbitrary import problems. In fact it was completely illogical. On the first try all things were OK. On the second try all things were messed up.
- The importer doesn´t care about, if you create random nulls in your hierarchy or create a long list of parent/child nulls.
- Putting the mesh/meshes under any place in your hierarchy won´t change anything.
Regarding the settings in the FBX exporter:
- You don´t need to turn on Ascii format. It makes your filesize bigger, but it doesn´t change anything.
- You don´t have to turn on selection only. If you have multiple meshes or anything other than cameras and lights floating around in the scene root, you probably should turn this on to be on the safe side. If you only have cameras and lights in your scene root, go under the setting “Include” and take the ticks out of the checkboxes “Cameras” and “Lights”.
- If you have an animation, tick “Fcurve”, “Shape” and “Envelope”. Before you even try to export an animation, be sure to have plotted your animation. Else it won´t move an inch in U4.
Now to my solution:
- Export your model/animation/whatever as a fbx.
- Import your exported FBX into Softimage into a new scene.
- Export your imported model now the second time and you should be good to go!
My thougts on this issue:
I think the U4 fbx importer gets confused, because softimage uses a different kind of settings regarding roots and bones. When you import your model the second time, you will notice that your bones are now nulls. Because nulls are the smallest/simplest unit regarding animation and rigging, they can be interpreted better from U4´s FBX importer.
I hope you can use my advice :).
PS: You are Epic, Epic games :D. (Oh that was a terrible pun…)