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Importing complex joint systems

I have a custom rig in maya with floating joints that are hooked up dynamically to key areas for the sake of keeping volumes ( Elbows, shoulders, knees...). Those joints are not parented to the joint system itself, but they are under the root joint. It imports fine in unreal and the test animation works, only the dynamic joints aren't doing what they should be.

The hierarchy looks like this:

  • ROOT

  • ----Hips

  • ----Dynamic Joints

  • -------- Each joint under this has it's own group that keeps the "dirty" numbers. Somewhat required for it to work.

I'm having the faint impression that the FBX exporting isn't baking the animation on those joints specifically or unreal is having a hard time reading the animation since, like I said, the joints aren't parented to the "main" branch (Under hips). Is there an specific setting I should be using in unreal or maya?

Thanks for the help.

Product Version: UE 4.11
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asked Jul 20 '16 at 05:13 PM in Using UE4

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Foxys
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