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export fbx from maya use Z up,still need rotation 90 in Unreal ? why?

I used maya2017, make animation then export fbx,but when I import fbx to Unreal ,model is good ,stand well.The animation was bad ,laydown on the ground …How can i fix this?

I think the reason for that is each engine/program uses different AXIS system.

For example, UNITY uses completely different Axis system.

https://docs.unity3d.com/uploads/Main/TransformExample2.png

Yeah… this happens as well in Blender.

thanks,you are first person answer my problem,finally,I found my character rig had one root curve,unable it,then export,axis be right。