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Maya adding a bone name to a skin mesh ?

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Message 1 of 4
Anonymous
1329 Views, 3 Replies

Maya adding a bone name to a skin mesh ?

hi , I am new to maya , maybe i'm missing something, but everytime I import a skeletal mesh into maya after exporting it from Unreal engine , I never seem to get the same skeleton back. its like it names the skin mesh as a bone and adds it in the hierarchy. I just want to import a skeletal mesh from Unreal and make some skin changes (maybe resize, copy skin weights, or anything), but when I try to import back into unreal it doesn't match the skeleton anymore and breaks the project. Is there something i'm missing? Thanx

3 REPLIES 3
Message 2 of 4
sean.heasley
in reply to: Anonymous

Hi @Anonymous 

 

I believe with how Unreal packaged and handles rigs that exporting back to Maya doesn't 100% work.

 

Is this a rig in UE4 by default or is it a custom rig? If its custom you should be able to import it straight into Maya first and not UE4.

 

 

 

Message 3 of 4
sean.heasley
in reply to: sean.heasley

Hi @Anonymous 

 

Just wanted to check in to see how things were going. Are you still having this issue?

 

If your issue is resolved, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

 

 

Message 4 of 4
Anonymous
in reply to: sean.heasley

well I found that somewhere two names are added . one on top over the root and when on bottom under all the skeleton bones. Are these what Maya calls "leaf bones"? Anyway by renaming that top one , it gets past it , but there are other factors , like deleting the deformer history , and perhaps ungrouping then. So I have managed to get some things done , but it seems like the process varies from scene to scene. Seems if I choose "skin" then "transform" and make some changes without unbinding, it works better.

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