Why is my FBX taking a long time to import?

I think it has something to do with the model. Try to import the mesh only without the bones and animation and see if imports properly.

hello,

i have an animated fbx i made in zbrush and animated in cinema4d. it has 30 bones and around 20k polys. i triangulated the mesh in cinema4d. i have done this exact workflow for two other meshes and it worked fine. they just had a slightly lower poly count.
it has been importing for the past 2 hours and i think i’m just going to give up. 20k is not a lot, right? i know it’s more than ideal but still…

what are some things you can do to an fbx so that it does not take so long? should i try to get the 20k count down? it was 10k but then i triangulated it. are 30 bones way too many? the animation is very simple, just 60 frames animated like 10 bones back and forth.

here is a link to fbx if you’re curious: MEGA

i have 16gigs of ram, win8, nvida geforce 250 (i know i need to upgrade), 8core 4ghz amd processor.

edit - the mesh imported fine without the bones/animation. any reason why 30 bones would throw off an import?

thanks so much for any help!

thanks for the help. the mesh imports fine without the bones. with the bones it will not import in any reasonable time that i’m willing to wait.

what are some best practices for bone chains in cinema4d to ue4?
i have a root bone and then 29 children of the root. as i said - this has worked fine in other meshes. can’t figure out why not for this one.

I have no idea what could be wrong since i have no Cinema4D experience. You can check those threads if you like and maybe even start a new one in the forums in order to get more help.

ok i figured it out sort of. it can only handle so many weight changes. the more i change the weights of the bones the less likely it is to import. pretty weird/annoying. anyone know anything about this? thanks!