I'm trying to make a herd of swans. It's basically one mesh made of several elements. Each element is a different bird and has their own skeleton. They're all skinned fine in Max, but when I bring it into Unreal a few problems happen:
1. Only the bones from the lead swan are recognized. The other birds lose their bones and are rigged to the swan's head for some reason.
2. The test animation I made turns the rig sideways.
3. I made a "procedural" animation in Max (path constraint and a spline). I now I have to bake those animations first and there's an option when export to bake the animation, but nothing seems to have been exported in the editor.
Is it possible to export several skeletons in an FBX file, and if not, how would I got about making this all work?