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UE5 FBX Bone Names

Posted By oztarc 2 Years Ago
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oztarc
oztarc
Posted 2 Years Ago
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Hi everyone,

I’m having some trouble when exporting a character model in FBX format. My goal is to make the model retargetable for different animations, but after exporting, I can’t seem to get it to work properly in other software (like Unreal Engine, for example).

Here’s my current workflow:

  1. I'm exporting the model with its skeleton and animations from [Blender/Maya/3ds Max, etc.].
  2. I’ve ensured that the skeleton is properly rigged and skinned before export.
  3. I select FBX export settings with ‘Include Animations,’ ‘Embed Media,’ and ‘Bake Animation,’ etc.
  4. But when I import it for retargeting, the skeleton nodes have diffrent names.

What I’d like to know:

  • Are there specific export settings or steps I should follow to ensure the model is retargetable for animations in Unreal Engine (or any other 3D software)?
  • How should the skeleton and rig be set up for proper retargeting?
  • Do I need to apply any specific naming conventions or scale adjustments?

Any guidance or solutions would be appreciated!


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