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Export mesh from Unreal creates an extra root at top

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Anonymous
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Export mesh from Unreal creates an extra root at top

Hi so i exported a mesh from Unreal , Then deleted some bones to match the unreal skeleton, but it seems somewhere a root (named same as mesh) gets put at the top and causes an issue when re importing into Unreal . It seems i cannot just delete it.  I have been unable to delete that bone , i have renamed it and ungrouped it , but then then the mesh goes face down away from the skeleton. Has anyone dealt with this? I could almost use the mesh without deleting any bones , but when i resize the mesh in Maya to my character and copy skin weights , it seems like the mesh just has clipping issues on the character back in Unreal. Like no matter how i change or move the mesh in Maya , it is always the same place when it gets imported back into unreal and clips. thanks for any help

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Anonymous
in reply to: Anonymous

Like no matter how much i resize the mesh in Maya , it never changes when back in Unreal. It always is same size and place on character.

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