ROP FBX Output convert the group to a new root bone

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Hi! I tried to use unreal engine's character to edit skeleton with Houdini, but after the ROP FBX Character output the character's skeleton hierarchy have change. I used maya and find out it turn the default group to a bone which cause this issue. I know in this workflow use curve but the UE & Maya use the joint. Maybe it convert the empty to a joint. Do anyone have any idea?
Edited by BunniZzz - June 21, 2024 01:45:25

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I found the solution. Just uncheck the "Export User_Defined Attributes"checkbox and it preserve the skeleton hirerachy.

2024.10.17
I shoud check rig tree or path attribute before export, that's may the proper way to solve this issue.
Edited by BunniZzz - Oct. 16, 2024 23:55:54
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