I’m making an animation in UE4, an offline standard animation, rendering frames from Sequencer.
But in this particular case, I needed the animation to loop Perfectly, I couldn’t find a way to make this using the Camera Rig Rail (maybe there is a way I don’t know?)
Anyways, I decided to export the camera movement in a .fbx baking position and rotation in 3ds max and imported the transforms to UE4.
Problem is… axis on import are all messed up, I can correct the camera rotation (everything else works fine) with a time consuming process of trial and error.
I’ve searched the internet and found a couple of scripts (a lot of them don’t seem to work anymore) in the end ended up doing it myself by hand… but… shouln’t this process be like… A LOT more friendly?
The workflow for importing a camera from, say Blender, Maya or 3DS max should be like, painless I think.
Or maybe I’m doing something very very wrong from the beggining, haven’t found a lot of documentation on the topic to begin with.
On this case in particular, a loop or close spline option in the camera rig rail would saved me a lot of time, but the problem I think is a little more deep, Here goes my vote for better integration between DCC cameras and the engine.
BTW, ANY tips on the subject of importing cameras into UE are greatly appreciated.