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[Closed] [Question] FBX Skeletal Mesh will not import

I have a mesh thats been rigged with humanIK (Want to use the maya rigging tools but doesn't work with out mocap software as we can't add a root bone) that I want to bring into engine but it keeps giving me a "Failed to import" error that doesn't really tell me anything... Ive poked around to see if i could figure it out myself and have a sneaking suspicion that its to do with Maya exporting groups and humanIK controls into the .fbx and the engine doesn't ignore them on import...

Any help would be appreciated.

Rename this to .fbx

Rename this to .mb

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asked Mar 11 '14 at 03:47 AM in Using UE4

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ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

avatar image Peude Jun 12 '14 at 07:54 PM

ITs open from Autodesk 3DS Max and Maya 2014

avatar image Ben Halliday STAFF Jun 12 '14 at 08:54 PM

Hey Peude,

Do you have a similar issue? This is an old Archive post, put here for reference, and may contain outdated information. If you do have a similar issue, please create a new post so we can address the issue there. Thanks!

Ben Halliday

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The question has been closed Jun 12 '14 at 08:54 PM by Ben Halliday for the following reason:

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1 answer: sort voted first

I downloaded the FBX file and opened in 3dsmax. The mesh has no skinning on it so Rocket wont be able to import it as skeletal mesh. I was able to import your goblin as static mesh (which is what Rocket selected by default) without problem. Another thing is Rocket uses FBX 2013 so you might want to export your assets in 2013 format. When i imported your Goblin i got a version mismatch message. :)

One more thing: When you want to attach your assets with your post, you can zip them up and attach here. :)

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answered Mar 11 '14 at 03:47 AM

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ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:47 AM

Thanks for the tip turns out there was a setting in the fbx exporter that was unchecked in relation to skins and deformers I'm not sure if its on by default but it was off now.

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