Exported SK_Mannequin, rigged character in Blender, import failed: Multiple Root bones?
I'm not an experienced modeler and I had hoped to avoid theses kinds of import headaches by using the same skeleton we already have running in-game. I opened SK_Mannequin.FBX, imported the new mesh, deleted the old mesh, weight painted the new mesh to the skeleton, and exported.
UE4 says multiple root bones are not supported. I see that there are two items called "root" but I don't know which one to get rid of or how to get rid of it. It seems like others have encountered this, but the solutions they found were long and complicated, and it doesn't seem like it should be that difficult considering I'm using the UE4 skeleton.
Any help is appreciated!
asked Jan 13 '18 at 10:40 PM in Using UE4
Delete the SK_Mannequin, the root should be root
answered Jun 06 '18 at 05:21 AM
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