Maya animation not exporting to unreal except for one pairblend joint
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Hello, please help!
I built a rig on a character inside Maya, and animated him. The animations look good inside Maya, I made two. However I need them inside unreal. When I export to FBX and move to unreal the skeleton/skinbind looks good, and I can move the joints around in the skeletal mesh. However the animation doesn't show on any joints except the right shoulder.
While troubleshooting, I realized the only working joint is the left shoulder that I accidentally bound twice with one parent constraint and an extra point constraint. For which Maya created a pairblend node. If I "fix" this by removing the extra point constraint and pairblend node, then the shoulder animation doesn't export either.
I have exported rigs I made to unreal before in Maya 2023, and it always worked, but this is my first time attempting inside of Maya 2025, so that may be related.
My rig hierarchy is one group and inside it I have my skeleton under a root bone, my geometry, my controls under a root control, and a collection of rig systems inside a rig systems group. When exporting I open the main group and select the geometry and then the root bone. All of my bones except for the pairblended one use constraints, mostly parent constraints, and some aim constraints. Some are parent constrained to controls directly, and the rest are constrained to bones inside of the rig systems group.
I have tried checking and unchecking bake animation inside FBX export, and have even tried keying every bone on every frame to no avail, please help!