This is how it looks in Maya Screen capture - 4a50bfa937fb194ebb25bc9d87f37440 - Gyazo
This how it looks in UE4 Screen capture - ecb0ce44e5ad71402274e898005cd849 - Gyazo
Any ideas?
This is how it looks in Maya Screen capture - 4a50bfa937fb194ebb25bc9d87f37440 - Gyazo
This how it looks in UE4 Screen capture - ecb0ce44e5ad71402274e898005cd849 - Gyazo
Any ideas?
I don’t use Maya but I think you’ve used wrong parameters while exporting the animation to UE4.
Any clue which one it may be? I have everything set properly as far as I can see. Got the right UP axis, exported skeleton only, no extra meshes, nothing.
You can try disabling root motion in animation blueprint. There’s also ‘root motion’ section in animation asset editor.
I never had it enabled, the root always stays at 0,0,0 anyway. I never move it with keyframes. Enable-ing root motion also doesn’t solve this bounce. Forcing a pose doesn’t do it either.
In a new Maya scene, import the fbx you exported to see what it looks like.
Yeah it;s broken in a new maya scene as well. I think i screwed up something at export, I’m driving the control rig by scaling it, didn’t expect the scale of the controls affect the scale of the joints. I have an idea where to look at least, thanks.
For what you were trying to do, translate and rotate channels would be sufficient. Maya has segment scale compensation enabled on the joints that Unreal doesn’t support. You would have to disable segment scale compensate and build the rig accordingly.