Skeletal Mesh Options Import Warning:Smooth Group,Vert Weighted

 

We use half body Model in the project, Skeleton is Humen-Like, We need to take half body SkeletalMesh to original full body Skeleton, Animation Maker is worried that the half body model does not match the bones of the lower body, and the weights of the lower body bones are not set, UE4 FBX Import Two Warnings were found when Options   were imported:



 

One is about the "Pinghua group setting", and the other is about the lower body model Skeleton's setting that is not conducive to the weighting calculation of vertical layers.

The options available when importing a SkeletalMesh using FBX are explained below.



 

Take a look at the parameter settings of the Import Option and set the first frame of the animation reference pose, but the Soomthing Group still needs the Animation Maker to handle the weighting.

 

Import Mesh For skeletal meshes, disabling this will cause the importer to attempt to import FBX files as animations.
Import as Skeletal For skeletal meshes, disabling this will cause the importer to always import the FBX file as a static mesh.
Skeleton (skeleton) The skeleton this skeletal mesh should point to . If no existing skeleton is selected, a new skeleton will be created from the skeletal mesh being imported. The name of the new skeleton is the Skeleton suffix appended to the skeletal mesh name .
Update Skeleton Reference Pose If enabled, will update the reference pose of the Skeletal Asset for the skeletal mesh/animation being imported to the reference pose in the importing FBX file.
Use T0As Ref Pose (use T0 as the reference pose) If enabled, the skeletal mesh's reference pose will be replaced with the first frame of the animation track (frame 0).
Preserve Smoothing Group If enabled, triangles with mismatched smoothing groups will be physically split, duplicating shared vertices.
Import Meshes in Bone Hierarchy If enabled, meshes with bone hierarchies will be imported instead of converted into bones.
Import Morph Targets If enabled, morph .
Import Mesh LODs If enabled, the LOD model of the Unreal mesh will be created from the LOD defined in the file. Otherwise, only base meshes are imported from the LOD group. For skeletal meshes, the LOD model can be skinned to the same skeleton or to a different skeleton. If the LOD model is skinned to a different armature, it must meet the Unreal Engine LOD requirements, but the root bone name is different because the FBX importer automatically renames the root bone.
Normal Import Method Allows control over how normals are handled. The options are as follows:
Description of options  
Compute Normals The engine calculates normals and tangents. Discard smoothing group and normal information from FBX information.
Import Normals Normals are imported from FBX files, while tangents are calculated by the engine.
Import Normals and Tangents Both normals and tangents are imported from the FBX file, the engine does not need to calculate them.
Create PhysicsAsset If enabled, a new physics asset will be generated for imported skeletal meshes. The physics asset is mainly composed of spheres (except that the root is a capsule or SphrL object), with no constraints on all rotation axes, and the positioning axes are completely locked.
Select PhysicsAsset If the 'Create Physics Asset' option is disabled, you can select an existing Physics Asset, or select none to simply make the Skeletal Mesh have no associated Physics Asset.

animation

Import Animation If enabled, animations are imported from the FBX file along with the skeletal mesh Eton . The default naming can be overridden by entering a name for the animation in this text box.
Animation Length
Description of options  
Exported Time This option imports animation frames based on what was defined at export.
Animated Time A series of frames with animation will be imported. This is useful if the export range is longer than the actual animation in the FBX file.
Set Range This will enable the 'Start Frame' and 'End Frame' properties so that you can define the frame range of the animation to import.
Start Frame When the Set Range item is used in Animation Length , this item allows you to set the start frame of the animation you want to import.
End Frame When the Set Range item is used in Animation Length , this item allows you to set the end frame of the animation you want to import.
Import Custom Attribute This will import custom properties as animation curves.
Animation Name(动画名称) 分配给该动画的名称。如果没有输入任何名称,则使用命名规则
Use Default Sample Rate(使用默认采样率) 如果为 true , 则为该动画使用默认采样率,即每秒钟30帧。如果未选中该项,系统则根据FBX文件决定采样率。

材质

Import Materials(导入材质)

将会在虚幻引擎中创建FBX文件中的每个材质。不仅如此,还会自动导入FBX材质中引用的贴图,如果对应的属性存在,这些贴图将会连接到这些属性上。那些不支持的贴图则留下来不进行处理,等待连接到虚幻材质编辑器上。

Import Textures(导入贴图) 如启用, 将会把FBX文件中引用的贴图导入到虚幻引擎中。如果 Import materials (导入材质)为true,那么无论这项设置为什么,都将总是导入贴图。
Invert Normal Maps(反转法线贴图) 如启用并且正在导入贴图,那么将会反转法线贴图的值。

其他

Override Full Name(覆盖全名) 如果该项为TRUE并且FBX文件仅包含一个网格物体,将会使用 Name(名称) 域中指定的名称作为导入的网格物体的全名。否则,将使用命名规则
Convert Scene(转换场景) 如果启用该项,那么这将会把FBX场景坐标系统转换为虚幻引擎4坐标系统。

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