I’m exporting a character in FBX from Maya which root joint has 0 Joint Orient value in XYZ. I tried Axis Conversion Y-UP and Z-UP both in the export option.
But in any case, when I import it into Unreal Engine, the model looks fine, but the root has 89.999985 in Rotation X.
So I put -90 in Joint Orient X in advance on Maya, then it looks alright and no values in the Rotation.
Is this acting normal? Then putting -90 in root joint is a fine way to do?
I’m using Maya 2020, FBX2018, tried UE4.26 and 4.27.