So I’m trying to import a model into UE4 and I get the Multiple Root Bones error because I have IK bones that aren’t parented. Leaving it as-is destroys the animations I have made, as does parenting the IK bones. I’m wondering if there’s a way around this problem that lets me keep the integrity of my animations? Here’s what I’ve tried so far:
- parenting the IK bones to the root bone (animations are still destroyed)
- creating a new root bone, and parenting the old root as well as the IK bones to this root bone (ditto)
- pre-baking the animations, with and without the IK bones selected, and with and without constraints removed (animations are still lost).
I’m still fairly new to rigging and animation, so I feel like I’ve made some kind of simple mistake with an equally obvious answer, but I haven’t been able to find any concrete solutions. Could someone please help point me in the right direction?