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Can not centre root bone in 3DS Max

Totally new to modelling so this is probably something stupid. I have this mesh in 3ds max with one bone named ‘head’

This started off as a full character and I deleted everything apart from the scalp and the head bone and made sure the scalp was fully skinned to the head bone.
Then I set the location of the head bone to 0,0,0 and export it.

When I import to unreal I get this:

The head bone is in the location it was in originally (before I set it to 0,0,0 in max) Can someone tell me why please? I’m sure it’s something dumb!

Figured it out and yes it was something dumb… I just needed to enable ‘use T0As as base pose’ when I imported it. :rolleyes: