Hi all,
I’m using FBX ( within Softimage, version 2013 ) to export my rigged and animated character to UE4.
The rig is built in Softimage and the rig is built using a plugin called Species
Here is my videotutorial on how to export and import from Softimage to UDK Softimage to UDK tutorial
I previously used both the ActorX exporter and FBX to export my character into UDK and I had no problem at all.
Unfortunately whenever I try to import my rigged character I have a generic “failed to import” error message and I don’t know what is the problem.
Could you help me out understanding how can I import my rig into UE4?
Do you not see any more error message on that? If you open Message Log window, it should show list of messages, or it should open automatically when it failed.
I’ll forward this to our tech artist. I’m not familiar with any particular issue on Softimage.
I created a rig inside Softimage and baked in the animation, here you can find the errors that I’m having and the FBX itself in order for you to test it.
Inside UDK this works properly, I have not problem with it, but in UE4 looks like I can’t use this rig.
Using Maya 2013 x64 if I try to import my FBX it gives me the “Bind pose - Incomplete BindPose”
This is normal, since Softimage to Maya when dealing with rigs Maya won’t accept the rig itself and gives an error…
In UE4 it doesn’t says if the error is related to bone hierarchy or something similar?
Mmmmhh…
I succesfully used the ART and I integrate some of my custom rig using Maya but I wanted to know if rigs from Softimage works or not.
It would be useful if I send you the Softimage ( .snc ) scene? do you have the possibility to test it inside Softimage?
Hum… I checked it again, and the file I downloaded was 27K, which is a bit small, it seems I download file that isn’t correct. I clicked the link again, and it says it’s 3.6 MBs, which wasn’t the one I had. I’m going to test it again with 3.6 MBs.
We looked into it and the issue is that mesh is in sub hierarchy, not on the root. We usually don’t support that, but you can enable that option by “Import Meshes In Bone Hierarchy” in the advanced option. Then you can import.
I see same message as maya “bind pose not found”, and from maya file, I don’t see meshes animating, but emitters, and I don’t see any mesh animating either.
Anyway, try that option and let me know.
I’m adding more robust error messages when that happens, and we’re considering enabling that option by default.