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:
[ul]
[li]Geo_Mesh_group
[/li][li]geo_group01
[/li][li]geo01a
[/li][li]geo01b
[/li][li]geo02
[/li][li]geo03
[/li][li]geo04
[/li][li]geo_group02
[/li][li]80 geos
[/li][li]geo05
[/li][li]geo06
[/li][/ul]
for rigging, I used Advanced Skeleton autorig plugin. it automatically created hierarchy as follows:
[ul]
[li]Group
[/li][li]Main
[/li][li]FitSkeleton
[/li][li]MotionSystem (FK + IK joints, controllers)
[/li][li]DeformationSystem (default bind joints + additional facial bind joints + accessory joints)
[/li][/ul]
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:
[ul]
[li]head geo is missing, but hair geo, which is a separate fragment, isnt.
[/li][/ul]
i had posted this question on ue4 forums, but someone said it’s actually Maya’s FBX issue.
so how do I fix these issue? your suggestion is appreciated with thanks.