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  1. #1
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    Default Skeletal Mesh imports in two pieces instead of bones and mesh together

    Hi guys,

    This is driving me crazy, I havent been able to get it to work for a few days.

    Im using maya and my skeleton is binded to my mesh and everything looks fine. However when I export it to UDK it comes in as two pieces, the invisible skeleton that says it has 70 bones and the character that has only has 1 bone. So obviously no animation or anything works. Can someone PLEASE help me if they know what im doing wrong.

    Thanks'

    EDIT: Here is a picture showing how it came in two pieces if that helps any.


    Last edited by jfergus7; 05-09-2012 at 03:21 PM.

  2. #2
    MSgt. Shooter Person
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    You should take a look at the AnimSet (if it comes with any), where all animations should be included (in the Skeletal Mesh Editor there must be any AnimSet tab where you can check this) and create an AnimTree. Check this link.

  3. #3
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    Hi sorry I probably didnt word it the best way but my main problem is my skeletal imports with only 1 bone then something called Character_Root imports with like 70 bones, I was wondering what I did wrong to not make them be combined.. In maya they are combined and it works fine.

  4. #4
    MSgt. Shooter Person
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    Im using maya 2012 and exporting FBX. I'm just wondering if I was missing some setting or if anyone else had the problem of the bones and the mesh coming in, in two separate pieces

  5. #5
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    Anybody?

  6. #6
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    Did you select the whole bone hierarchy in the viewport? Use the "UP" arrow key.

  7. #7
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    Yes I just did it again to double check.. When importing it almost seems as if my FBX file is a static mesh because thats what it pops up as first. And when I push Scene info on the UDK import window it says Static Meshes: 2 SkeletalMeshes: 0 ... Is there something I have to do in maya to turn it into a skeletal mesh when exporting besides binding the skeleton to the mesh? Thanks for the replay though.

  8. #8
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    Hmmmm!!! I am pretty sure that something wrong in the Maya part, not the UDK. How about just try to import only the skeleton without the binded skin to see if the skeleton come in correctly?

  9. #9
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    No that skeleton mesh didnt come in correctly so it must be something with maya/ the skeleton. It still acted the skeleton was a static mesh when the import screen came up.. Hmm Im sure I did something wrong because Im new to modeling but now its just to find out what. Thanks

  10. #10
    MSgt. Shooter Person
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    You might want to check out denies rig tutorial. Do a search in the forum.

  11. #11
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    It's hard to debug without seeing what you have done in Maya. Good luck, my friend!

  12. #12
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    Thanks again for your help, I'll check them out and hopefully get everything straightened out.

  13. #13

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    Hi jfergus7,

    If i am not wrong
    It seems like you have an extra joint out side the main character's hierarchy.

    When you are exporting to UDK make sure that only one Skeletal hierarchy in the scene with skinned mesh nodes.
    If you leave any joints outside the main hierarchy, it means you have two rigs in the scene so UDK will import as two skeletal meshes.
    One with the name you given and other with "given name_Top node of the second hierarchy"
    In your case
    the first hierarchy has one bone and it is importing with the name you given and
    the second hierarchy has 70 bones, the top node of the second hierarchy is "Root" that's why it is importing "Character_Root" as second skeletal mesh.

    Thanks!


 

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