Export a skeletal mesh from UE4 into maya → Change it → Re import changed mesh back into UE4 → result
Error, Could not import Maximo_Maria1.
Duplicate bone name found (‘Maximo_Maria1’). Each bone must have a unique name.
Error Multiple roots found
This has me stumped for some unknown reason, its probably something simple that I’m over thinking. I’ve tried renaming every bone (Or joint as its called in maya) yet same problem persists. Any ideas would be fantastic. Thanks in advance!
my guess is that you have exported the character and imported a modified version, the problem is that when you export a skel mesh from UE4 it adds an extra root bone (standard for fbx api) there’s a good chance that this “root” bone is named the same as the mesh, so you need to delete it before you export from your 3d program, the lowest bone name should be b_root , that is if you are using the Epic content
I also found this:
When exporting HeroTPP.fbx from Unreal, for some reason, a dummy node called HeroTPP is also added to the bones system when you open it in 3D Max. If you delete that HeroTPP dummy helper, everything works like a charm!
This is exactly the issue. I unparented and removed the added dummy node. after that it imports back into UE4 just fine using the old skeleton on import. thx!
Please help - still struggling-
After exporting a skeletal mesh to Maya from UE, how do I unparent and remove dummy node without losing the skinning information?
Maya wont let me freeze or reset dummy transformation because of the skinning info?
if I open the hypergraph it shows the skeleton, root is at top , but above it is “jacket” (which this is a skeletal mesh named jacket), also at the very bottom is another “jacket” below the whole skeleton. if I try to select the bottom “jacket” and delete , the mesh disappears. if I select the top “jacket” and delete , everything disappears.