Hello there ! I’m trying to import a rigged character from blender and animate it with control rig.
I struggled a lot with fbx export settings because my bones rotations keeps acting wrong in unreal (like rotating 90).
I tried a lot off things with armature axis export settings etc…
I finally managed to make my control rig work in its viewport.
however when i try to use it in animation sequencer, when adding a new key, the character part i try to animate rotate in a wrong way.
Can someone help me pls ?
Can you ellaborate what the issue is in the sequencer? In which way is a parts rotation of your character wrong in the sequencer?
when i add a key, the part i try to animate flip to a different rotation (if i add a key on all my character, it flip 180° on z axis), it only does that when adding a key. I assume it come from my blender export settings but cant figure why