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extra bone added to armature on import

When I import my skeletal mesh from blender, it appears to have an extra bone that does not exist in the original armature. This bone is placed at the very top of my hierarchy, and I believe it's why root motion isn't working for me (because that bone has no animation information). I'm trying to use root motion to make the character move forward when they perform a dodge roll. However, this armature bone is taking my root bone's rightful spot and ruining everything. I've tried importing this mesh with another filename and tried importing a different mesh with no change. Why is this bone being added?

I've tried deleting or removing this bone with no success. Is there a way to remove/delete bones from your skeleton inside unreal?

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Product Version: UE 4.12
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asked Aug 31 '16 at 08:12 AM in Using UE4

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dlesang
46 12 16 22

avatar image 6r0m Feb 16 '17 at 01:37 PM

could you solve this?

avatar image dlesang May 04 '17 at 01:19 PM

Actually, yes, only a couple weeks ago. The bone being added is the armature itself. If I move the actual armature while animation inside blender (not a bone inside that armature but the armature object itself), that motion is imported into unreal engine and can be extracted as root motion.

However, now I have the problem of root motion not blending and making movement a lil janky. I have a question open for that.

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2 answers: sort voted first

Solved this problem, see my reply to 6r0m above.

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answered May 04 '17 at 01:19 PM

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dlesang
46 12 16 22

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The solution to the problem of Blender exporting the armature object as the top (root) of the skeleton can be solved by commenting out just two lines from the python script "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_fbx\export_fbx.py".

Probably a good idea would be to make a backup of export_fbx.py before making this edit. Search for these lines of code in export_fbx.py:

 else:    
 # the armature object is written as an empty and all root level bones connect to it   
 fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName))

This is the code that is adding the extra bone. Comment it out like below:

 #else:
  # the armature object is written as an empty and all root level bones connect to it
  #    fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName))
 

Save export_fbx.py and restart Blender if it's running. You should not have the extra armature as root bone problem now when exporting skeletal meshes and animations to Unreal Engine 4.

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answered Sep 09 '18 at 08:04 PM

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studiomagicalfox
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