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?
Solved this problem, see my reply to 6r0m above.
answered May 04 '17 at 01:19 PM
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:
This is the code that is adding the extra bone. Comment it out like below:
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.
answered Sep 09 '18 at 08:04 PM
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