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Multiple skeletons while importing a mesh with animations

Hi guys, I have a problem: I have this weapon with hands and with an idle animation.


I'm trying to import as a skeletal mesh but every time I get multiple skeletons (http://piclair.com/3qy3p). How can I fix this problem and get only one unique skeleton? It's seems that the engine separates the two meshes of the right and left hand.



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asked Mar 21 '14 at 07:10 PM in Using UE4

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2 answers: sort voted first

Are you skinning both meshes to a single skeleton?

Do you have two skeletons in the scene? Check your Scene Outliner :)

Do you have a sample FBX file to imbed in this thread so it can be looked at?

General note

you probably want to separate the gun into a separate file and give it it's own skeleton

then you can attach the gun to the hand via sockets.


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answered Mar 21 '14 at 07:20 PM

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avatar image Rama Mar 21 '14 at 08:18 PM

My Analysis

Dear Marf,

You have 3 different skeletal arrangements in this file.

I hope you have the original, not just the FBX ?

I have never tried to an import a setup like this, with 3 different skeletons.

For lack of ever having had to do this myself I can only suggest copying out the file 3 times (to keep any animations)

and delete other skeletons so you only have 1 per file.

Master Slave Animation

Then you can have 3 skeletal mesh components, and use the Master-Slave animation system (you can do a UDN search for "Master")

avatar image Rama Mar 21 '14 at 08:18 PM

Ultimate Solution - 3ds Max Attach

You could also try attaching the different skeletons to each other using 3ds max attach feature.

But this might mess up the animations

but that would probably be infinitely easier if you can get the animations to stay.

avatar image marf Mar 21 '14 at 08:23 PM

Thank you! So for the new animations that I will make you suggest me to create only a skeleton rig for the hands and export them separately from the weapon?

avatar image Rama Mar 21 '14 at 08:29 PM

Yes! Definitely!

You import the weapon separately, attaching it by socket to the hand mesh.

The reason is that if you have many weapons for the same set of hands, and want to switch out weapons,

you can just detach one weapon skeletal mesh from the primary hand mesh, and then attach another weapon skeletal mesh.

Save Resources and Time

Thus you save resources and time,

because if you want to change the hand mesh 2 months from now with 30 weapons

you dont have to do it 30 times,

only once :)


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Hi Rama, thank you for your reply! :) Here's the link of the fbx file of the weapon: https://www.mediafire.com/?undefined I have a lot of weapon animations like this (I made them time ago) so it would be better if I was able to solve the problem without changing the files!

How can I do that?

Thank you :)

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answered Mar 21 '14 at 07:51 PM

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avatar image Rama Mar 21 '14 at 08:08 PM

I did not get that mediafire link

can you embed the file in this forum?

It's called Attachment, that paperclip thing

avatar image marf Mar 21 '14 at 08:11 PM

Oh sorry, wrong link. This is the working one: http://www.mediafire.com/download/bw49s0ifbtubfe8/AK47%40Idle.FBX (I can't attach it to the conversion because file is bigger than the maximum size permitted).

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