FBX import bad animation

Hello, i have a problem when i try to import an fbx simple animation in unreal from maya. As shown in the video (Fbx problem import - YouTube) the animation is a simple rotation on a single axis, i baked it in maya it is not in a group with other animation, only a rotation on single axis, but when i import that in urneal it as a decentralization, and seems that is moving on the translation, why? Thanks

https://forums.unrealengine.com/core/image/png;base64

Was the root bone placed at the origin?

Do you mean in maya?

Yes. What happens when you import a mesh that it’s not at the origin? It has an offset.
The belt drive must be at the world’s (0,0,0), when importing.
I believe there are scripts that automates the entire process, without the need to touch the model, but I’m not sure. Haven’t use Maya in quite a few years.

okay, but i don’t have bones, the animation is baked

Irrelevant. The model must be at the origin.

There are two types of locations where an object will import

  1. Edit in place

  2. World Origin

But in all cases the local pivot of any object in any app will be 0 0 0

Edit in place, as in your example, means that all the individual parts will snap together using 0 0 0 as the reference so if you import the engine block and snap the transforms of the two objects to 0 0 0 will combined as to a alignment referenced to one another. Same process as to all the other parts.

World origin best serves objects being used as a component with the objects hinge located at 0 0 0 so it rotates as expected

okay, solved, thank you!