The FBX exporter seems to add an additional bone (for the object node) below the root bone …
This makes it impossible to import into unreal and use the existing epic mannequin.
Is there a way to prevent the exporter from creating a bone for the obj node?
Has anyone exported characters for use in Unreal?
Thanks for any help
Issue Exporting Skeletal Mesh to Unreal
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- bobcober
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- Joined: 2月 2017
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