I modeled some very basic example (a box and a cylinder) in blender (****, have to learn that tool…) and imported it. The same applied here: When I edit the imported object in persona, the automatically created bones are there but they are also offset. But not that much as in the 3DSMax-Export.
But: This still isn’t of any use for me. I get quite frustrated. I’ve done some stuff in Unity (yah, i know…) and when I import some FBX in there (no matter if modelled in Max or coming from Inventor or NX and converted to FBX) I have absolutely no problems with rotating or moving anything about it’s given pivot point.
Is there some tutorial available on how to build up a model in a way that makes UE4 accept those stupid pivot points and allows me to simply move parts of my objects around? I really don’t get whats happening there but none of the tips above could get me one step further.
Importing objects without combining really isn’t an answer to me because most objects I deal with have a rather complex hierarchy and I can’t spend my time putting them together in UE4 again…
Here’s an image of how it looks after importing…btw: why is scaling that wrong? Would expect that 1 unit in Blender is also 1 unit in UE4?