Export default animation to MAX or MotionBuilder

Here´s a simple Repro:

  1. Add AnimStarterPack to your Project

  2. Navigate to the AnimStarterPack and double click Rifle_Reload_Hip

  3. In the Skeleton Tree, enable “Show Advanced Options”

  4. Note that Root and Pelvis are set to Animation, everything else is set to Skeleton", ignore the settings for the extra IK controls for now (e.g. Ik_foot_root, etc)

  5. Find the Asset Browser in this window, to your right, select “Reload_Rifle_Hip” - not in the Content Browser, inside the Asset Browser.

6)Right-Click and select “Export to FBX”

7)When asked if you would like to export the current skeletal mesh with the animations, click yes.

8)Load into the 3D Application of your choice (I´m using Max and MotionBuilder to test this, anything from 2014-2016 will do)

9)Inside your 3D package, note that the skeletal mesh looks off, squashed arms, twist bones way off, ball joints off.

How do I fix this?

Here is a small video of the problem

And just to confirm, its still broke in 4.11.0 preview 6 . Instead of both arms its just one arm in preview 6

This is still broken.

I still get the same behavior with 4.13.1. Has anybody discovered a good way to work around this? (I know about recording the animation, but that’s not a great workflow.)

Still broke 4.15.1

EDIT: Seems to be an issue with a retargeted thirdperson character mesh. At least I think it is.

I too, can confirm this. I can’t really create new ThirdPerson character animations as a result of this, which makes it difficult for prototyping purposes.
It’s only broken on one arm. I believe that the twist joints are entirely the problem, the older version of the mesh had a twist joint in each fore-arm, the newer version has just one twist joint in the left arm, and only the left arm has the problem.

I figured it out, check this video, hoping Epic fixes it. Unreal Engine 4 UE4 Joint Bones problem - YouTube