Rig - Mesh is imported as bones! Why?
Iam using Maya to rig a mech. When rigging in maya, I create groups in outliner to organize my bones, meshes, and constraints. But when I import it to unreal, it creates additional bones in the origin (0,0,0) that doesn't exists in the rig inside maya!
I moved the bones to the same group of meshes in the example below, same issue. Can anyone provide some light here ?
asked Mar 21 '18 at 03:36 PM in Using UE4
Yes, I found a solution.
For some reason, FBX export or Unreal, think groups in your rig is bones. So, before exporting, remove your rig from groups, than export again.
Let me know if this works for you.
answered May 29 '18 at 03:45 PM
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