Export selected bones without parents?

Anonymous

Export selected bones without parents?

Anonymous
Not applicable

I had previously made a mesh with a skeleton (weapon) the child of another skeleton's bone (hand) purely for my animation purposes, and when exported these skeletons need to be exported separately and the mesh who is the child (weapon) needs to keep the root bone at a static 0,0,0 position. 

 

This worked a while ago, I had pretty much the same setup but now for some reason when I import the child skeleton fbx file into a game engine it tells me that there's bones in the file that aren't part of that skeleton. 

 

Is there some setting that allows me to export my selected bones, and not any of its parents?

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Fadhil_Farook
Collaborator
Collaborator

Why not deselect it's "parents" before you export? And export all you've selected as Export Selected instead of Export.

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Anonymous
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Thanks for replying.

That's what I was doing, I've selected only the bones of that specific skeleton and I export selected which I have binded as a hotkey. The engine tells me it found multiple root bones and bones from the other skeleton which makes me assume it exports every parent whether I have them selected or not. 

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Anonymous
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I've tested the old file where this worked, and it still works so it can't be any export/config settings. 

The old file though has the child skeleton's root named something different, whereas in the new file both skeletons have the root named 'Root', could this be the problem?

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Anonymous
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Bingo! 

I had to change the root name of the child skeleton to something different than the player's skeleton, now it imports without a problem.

I'm not sure whether this is something that's caused by 3ds or Unreal Engine. 

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