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
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
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Edit in place
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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!