FBX import problem: skeletal meshes only: multiple segments creates UV failure

I am trying to import a skeletal mesh from Maya 2015 into UE4.7.4

Problem: Import skeletal mesh model has multiple texture problems, possibly due to the multiple UV maps of the skeletal mesh? See attached image: left hand panel is humanoid model in Maya; right hand panel is imported fbx in UE4.

Key details:

  1. the model is composed of six different meshes (body, hair, eyes, top, shorts, shoes), each with its own UV map and texture in Maya.

  2. if the meshes are detached from the skeleton via , and imported via FBX into UE4 as static meshes, they look just as they appear in Maya, either as individual meshes, or as a single mesh using the ‘combine mesh’ setting.

  3. the same problem occurs if a single component of the mesh and the skeleton are exported by selection and imported into UE4.

I tried to include the Maya binary file as an attachment; however, I get the error that “the file type is invalid”. If you’d like to see it, please use the Dropbox public link below:

https://dl.dropboxusercontent.com/u/69815552/Layla_base_rigged.mb

Hey -

Can you upload the FBX as well? And feel free to zip the file (even by itself) and you should be able to upload directly here.

Thank You

Ketchum

Hi -

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Ketchum

,

I thought I send you a message with the .fbx, but I must not have hit SEND.

Even after zip, it is still larger than 5MB, so I am including another Dropbox link here to it:

Please let me know what you think. Is this a problem with the FBX exporter from Maya? It seems that if I export the model as FBX, then re-import into Maya, it looks like it has the same texture problem as UE4 does.

Bests,

D

Hey Darftan -

Thank you for getting back with me. I ran a test on the FBX and cannot find any problems with importing it into Maya or UE4. comes in with no Material errors at all. I will say that I tested in 4.7.5 so you may want to try that if you can. (or 4.7.6 by now). If it is still causing you a problem in the newest engine version can you layout the settings you are using to export the FBX from Maya and the Import settings you are using in UE4.

Hopefully though the new version will fix the issue.

Let me know -

Ketchum

, thanks for looking at it. I can import also to both with no errors. However, when I import to Maya, then export as FBX it then generates the problem I described. Here is a version of my save:

https://dl.dropboxusercontent.com/u/69815552/Layla_maya_save.fbx

I do get a material error when I try to export from Maya. I tried all my usual tricks (e.g., changing all the materials to lamberts/phong, deleting non-deformer history) but I still get the same result.

Any thoughts?

Hi -

I do think that this issue is caused by an export setting in Maya. Can you give me a screenshot / rundown of your export settings you are using as well as what FBX version you are using?

Thank You

Ketchum

Hey MA,

Thanks for this.

D

I was having the same problem. For me, UNchecking Triangulate when exporting solved the issue.

That does it for me too. Thanks.