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So do you think adding the character's FBX without animations will help? because all of the tutorials I've seen on importing say you need the unanimated  character to import them.

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I think either. but importantly the bone names of the FBX character need to match the bone names of the animation skeleton. Are you able to test importing them into unreal engine?

Ok, I should be able to do that, I can't really test it in Unreal because I don't use it .

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Thank you! Feel free to let me know, and I can do a test

I added the model, it should be "Anima" in the download files.

Yes, I took a look at the Anima Skeletal Mesh, but the bone names do not match the bone names from the animations

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I don't know how that's possible as the bones are both the same in Blender when I imported both  the Animation FBX and the Character's FBX, and I also Exported  them from the same file and have not touched the bone names. Can you show me an error or something?

This is the first error message I get

Ok, From what I see, the problem might be "root_x" not being named "Hip" or "Pelvis" as "Root" is the Root bone for both the character and the Animations rigs, so try renaming "root_x" to "Hip" , "Pelvis" or something else and see if that helps.

I have tried this and there are still a bunch of bones like twist bones etc that are not in the animation skeleton but in the FBS skeleton. Which is why I asked if you could match the skeletons please