The Killing Antidote

The Killing Antidote

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FAILED TO MERGE BONES after exporting FBX from 3ds Max (even with no edits)
I'm working on a custom outfit for TKA and ran into an issue when trying to re-export the official FBX sample provided by the game.

If I import the sample FBX directly into Unreal, it works fine.

But if I import the same FBX into 3ds Max and immediately export it again without any changes, Unreal throws this error:

FAILED TO MERGE BONES:
This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?

WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA.

This happens just by exporting it again from 3ds Max.

Has anyone else run into this issue? Is there a specific FBX export workflow or setting needed for TKA compatibility?
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Showing 1-5 of 5 comments
Squall 9 Jun @ 12:31pm 
As example, you have exported Female.fbx from UE, when you import it in 3ds Max, you will have Female (this is dummy) which contains Female (this is the mesh) and root (bones).
Select only Female mesh and export only selected.
Last edited by Squall; 9 Jun @ 12:47pm
ZYAC 10 Jun @ 8:31am 
Originally posted by Squall:
As example, you have exported Female.fbx from UE, when you import it in 3ds Max, you will have Female (this is dummy) which contains Female (this is the mesh) and root (bones).
Select only Female mesh and export only selected.

I tried that method as well, but the error still occurred.
Look up on YouTube how to export from Max, for example, using the default mannequin skeleton. And how to import it back into Max. You’re messing up a bit somewhere during import or export - something with the FBX settings.
There's nothing unusual about exporting to TKA. It's a simple model, even without any morph targets except for the face. They even cleaned up the bone names recently. Just look up any 3ds Max to Unreal tutorial.
Squall 10 Jun @ 1:39pm 
Originally posted by ZYAC:
I tried that method as well, but the error still occurred.

After you import from UE to 3ds Max, on the left panel you see your import, let's take female again as example. Expand Female, you will see Female and root. Move those two to the left so they are not under any category. Now the first Female is dummy which you can delete. Second Female is mesh. Select Female mesh, navigate to export and choose Export Selected.
Last edited by Squall; 10 Jun @ 3:20pm
ZYAC 11 Jun @ 5:27am 
Originally posted by Squall:
Originally posted by ZYAC:
I tried that method as well, but the error still occurred.

After you import from UE to 3ds Max, on the left panel you see your import, let's take female again as example. Expand Female, you will see Female and root. Move those two to the left so they are not under any category. Now the first Female is dummy which you can delete. Second Female is mesh. Select Female mesh, navigate to export and choose Export Selected.


Success! As you advised, after deleting the dummy and exporting only the mesh from Max, I confirmed it imported into the engine and connected to the skeleton without any issues. Thank you for your detailed advice.
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