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Could not find the bind pose


I am trying import a self made maya model with animations (my first one) but it won't import correclty. When I import the model as a skeletal mesh with animations I get the following message: "Could not find the bind pose. It will us time 0 as bind pose". I don't understand this message.

After that I can see my model in the content browser in separate parts. But that's not what I want, it's meant to be a windmill with a spinning propeller. alt text

These are my import settings:

alt text

Product Version: UE 4.8
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asked Oct 14 '15 at 10:44 AM in Using UE4

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6 2 3 7

avatar image Jem_ Dec 05 '15 at 08:42 PM

I have the same Problem.

avatar image ByronTribs Sep 24 '16 at 12:45 AM

i have the same problem , anyone have a clue?

avatar image AxSoler Sep 30 '16 at 02:11 PM

Same problem, same message :-(

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Hi adanba,

It looks like from your first image you have two different skeletons instead of one which would account for your model importing as pieces. You can check/correct this in the Outliner in Maya.

Regarding the message "Could not find the bind pose... will us time 0 as bind pose:" Typically you would import the skeletal mesh with no animations and that would be the "bind pose." If you import your skeletal mesh at the same time as an animation, then you can choose to use frame 0 as the bind pose or UE4 will do this for you automatically. Typically this does not cause any problems.

To conclude, there are (at least) two solutions to this type of animation:

  1. Combine skeletons in Maya and reimport with the blades animated 1-359 degrees over a period of time. (360 would equal 1)

  2. Import them "as is" with no animations, add a socket to the base, then add the blades to the socket in Skeletal Mesh and make them rotate using an animBlueprint.

The second way is more complicated, but gives more versatility as you could add variables to program how fast the blades spin under different conditions.

-Steve H.

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answered Oct 11 '16 at 09:34 PM

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