I’ve noticed that when I export certain models in 3ds max as FBX format and import them into unreal engine the rotation angles aren’t always in 360 degrees for a full rotation. In some cases a full rotation (for all bones) is 720 degrees, in other cases a full rotation (again for all bones) is 27 degrees.
- In 3DS Max I have used the reset xForm and collapsed the xform on all of the editablePoly objects.
- The pivot points and translations are always in the correct locations on the UE4 imported skeletal mesh.
- If I import the object as a static mesh the rotation of the base body is always the correct 360 per rotation.
- I have setup the object hierarchy using object attachments (not a skin) and in some cases use dummy helpers in the hierarchy as well.
- The rotations work as expected in 3ds max.
- If I import the fbx object into Maya, and they export it as an fbx then perform the UE4 import the model loads with proper 360 rotations for all joints.
I don’t know if this is relevant or not, but I’ll add this because it may be part of the problem:
I have noticed that all of my pivots (although aligned correctly in Max) are always relative to the World environment.
For example, in a few of my meshes are airplanes with slanted wings and corresponding flaps. The flaps don’t rotate along the edge of the wing as they do in Max, instead the rotate along the pure Y axis (which is not aligned with the wing)
This means that there is some step in 3DS Max that I am missing, but for the life of me I can’t figure out what it is.
Has anyone else seen this situation and more importantly found out a way to fix the asset?