Multiple roots are found in the bone hierarchy we only support single root bone blender
Hi, i have a question, i did an animation from blender and when i export the fbx document and try to import this with UE4 this error apears :s help me please, "how can i change the multiple bone to single root bone"?
asked Oct 07 '14 at 07:59 AM in Using UE4
First, unparent your mesh to the skeleton (or this may cause crashing later when importing) alt+p, clear parent. Now, go and create a root bone if you do not already have one you want to use as root. Join all your bones together into one armature by selecting them all in object mode and pressing ctrl+j. Select the armature and go to (usually tab)edit mode, select all the bones that you ARE NOT your root bone, then finally select the root bone and press ctrl+p (make parent), and select keep offset, (assuming you dont want to move your other bones onto the root bone).
Export the armature as fbx as you where and it should work now.
answered Oct 08 '14 at 12:07 AM
I have the some error 10 minets ago:D see exapmle: Firlsty i have error, i have this bone structure: ![alt text] : /storage/temp/36830-root1.png To fixed it i chane it like that(with some method create bone and root all to it(ctrl p -> keep offset/alt p to clear), also you can just add parent to "Hips" on my exapmle and 4 another bones to root bone, and all) ![alt text] : /storage/temp/36841-root.png
If also dont understand see this posts https://forums.unrealengine.com/showthread.php?59548-Blender-import-error-multiple-root-bones
And also i create tutorial https://youtu.be/Pq7rOXc6ZQs )
This is a solution that worked for me.
First collapse every parent until it looks like this
Then create a new bone, call it ROOT and put it anywhere in model space (I put mine right above the character head but it doesnt matter) then select every parent bone (Torso, Leg Control R, etc) selecting the ROOT bone last and ctrl+p in edit mode and select keep offset
SOLVED: It should now look something like this. Notice the root and everything under it. Export as FBX and there should be no problems, at least in my case.
answered Dec 20 '18 at 07:50 AM
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