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Problem when importing FBX rigged using Advanced Skeleton - Missing geo

hello everyone,

i'm new to UE4, currently having export-import problems from Maya 2014 to UE4:

in Maya, the character geometry isn't a single mesh geo, but consists of lots of geo fragments like this hierarchy:
  • Geo_Mesh_group
  • geo_group01
  • geo01a
  • geo01b
  • geo02
  • geo03
  • geo04
  • geo_group02
  • 80 geos
  • geo05
  • geo06

for rigging, I used Advanced Skeleton autorig plugin. it automatically created hierarchy as follows:
  • Group
  • Main
  • FitSkeleton
  • MotionSystem (FK + IK joints, controllers)
  • DeformationSystem (default bind joints + additional facial bind joints + accessory joints)

when i finished rigging and skinning and tried to export the fbx, there were Maya warning and error messages as follows:

Exporting T-Pose FBX ('Animation' unchecked):
Warning: Complex animation baked (1) 537 attributes had complex animation. Complex animation was exported as baked curves. (112770 evaluations done)

then I ignored it and continued importing the FBX from UE4, which gave me warning messages:

when importing Skeletal Mesh (the T-pose FBX):
Multiple roots are found in the bone hierarchy. We only support single root bone. Multiple roots found Import failed.

when importing Animation FBX:
Imported bone transform is different from original. Please check Output Log to see detail of error.

the final results:
  • head geo is missing, but hair geo, which is a separate fragment, isnt.

so how do I fix these issue? your suggestion is appreciated with thanks.
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