FBX Animation Freezing on Import

Having a really hard time taking my animation from Maya to Unreal 4. Whenever I try to import this animation / skeletal mesh, Unreal just gets stuck at the “Processing Chunks” message and freezes up. The mesh itself isn’t that large (about 15k tris) so I don’t think that’s the culprit.

The odd thing is, I can get it in engine depending on my export settings. When exporting from Maya, if I let the FBX editor bake the animation, the file imports just fine. However, doing it this way doesn’t seem to pick up any of the leg animations (even when testing the fbx back in Maya). And so instead I need to manually bake the animation before export (using Keys > Bake Simulation in Maya). When importing this new fbx back into Maya, it works perfectly and it picks up the leg movements. However, when I attempt to take it into Unreal, it just locks up the editor during import.

Literally the only difference between the fbx that can import and the one that freezes the editor is the way I bake the animation. I’ve tried multiple versions of the fbx exporter but still no dice. Any ideas? Thanks!

EDIT: I’ve narrowed down the issue a bit more. If I uncheck the “Import Morph Targets” option, I’m able to get the mesh to import (albeit without my blend shape expressions, obviously). I’ve been dealing with blend shape troubles all night, so I’m somehow not surprised. But I seemingly solved all of those problems so I’m kind of at a dead end here. Still seems super odd that I can import WITH morph targets if I let the fbx exporter bake my animations.

After many trials and tribulations, I got my character working in the engine. Unfortunately, I had to abandon the morph target approach altogether since I couldn’t seem to figure out how to fix the issue described above. Instead I ended up using a joint-based facial rig and the file now imports just fine.

Not really a solution to the problem, but I just wanted to report that this workaround solved my issues, and if you experience a similar problem it might be a valid course of action.

In addition to baking out the joints before exporting, it might be worth a shot to bake the blendshape node’s channels. I’ve had issues where the blendshapes were being driven by some heavy math nodes and would not import properly (would always get stuck at 75%). Doing a Bake Simulation on the blendshape node channels fixed this and import only took a second or so.

Also just a heads up, the import dialog for 4.8 is a lot more verbose than 4.7 which helps when debugging stuff like this.