Blender intergration, and hope for a linux native editor in the future

the translation and rotations from anything but keyframe 1 seems to be completely arbitrary, it works in the sense it imports the skinned mesh fine and the correct amount of keyframes, but the result is garbage. All the translations scales and rotations of the bones seem not to match what I originally did, I did simple tests to remove some of the general universal complications like you mentioned, I’ll do more testing but yeah so far they haven’t boded well.

from research it’s the same issue with other FBX versions of that SDK number “maya2011’s default fbx exporter from what I read”, and my attitude has changed a bit after some more research, the fbx tools available hopefully will provide a viable solution, I’ll update this thread or as you suggested start a new one to help problem solve the issues, there is even a blender to UDK to FBX converter workaround I’m reading about, so worst case I’ll just do that until there is some progress from epic or the blender devs