Animated Skeletal Mesh Issue

I have imported a skeletal mesh into UE4 with baked animations. I am checking the import animations option so I have an animation asset after the import completes. However, only the skeleton which is created for my mesh is actually animated. The static mesh just stands still while the skeleton plays the correct animation. Is there a way to bind the two?

Yes it animates fine in 3DS Max.

I don’t think it’s skinned correctly. You can see “show”->“view bone weight”, you’ll see if it’s skinned.

Did it animate in your DCC? (Whether maya or max or blender)

–Lina,

In that case weight isn’t imported. You should see the color highlighted in the bone area.

It might be one of the options? I’ll see if 3DS Max expert can chime in.

It just seems strange that the ball which is a part of the static mesh group is animating correctly on the ball bone.

Do you by chance have the “import rigid mesh” option checked on import? If so can you try unchecking that and see what happens? Depending on how the file is setup, trying to import both rigid meshes as bones as well as enveloped meshes can be tricky. If that isn’t the case, then can you try to export the mesh and animation separately and see what happens? Select your enveloped meshes and bones and export selected as one fbx file, then just select the bones and export selected a separate animation fbx file. It is hard to know for sure what is going on without seeing the max file but maybe this can help narrow it down. Maybe you have unenveloped meshes parented to the skeleton as well as enveloped meshes that you are exporting together? And do all your bones in max have the “bone on” option checked in bone tools?