Hello,
This is a continuation of the previous threads:
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Unfortunately, we are still unable to use the new Interchange FBX importer together with our Havok Cloth workflow. I noticed that several issues have been fixed recently, and I finally had time to revisit this. Most things seem to work now, but the Front Facing X-Axis option still causes problems. Many of our clients use this option with Maya, so we need to support it.
We have two issues to report:
1. Front Facing X-Axis and Bind Pose Failures
When using this option, the character orientation is incorrect. The repro asset is BoxCharacter_FailedBindPose.fbx.
Please import it using the Interchange FBX importer with Front Facing X-Axis enabled. The expected result should look like the first image (I’ve also included comparison images for other settings/importer combinations).
[Image Removed]
In the failure case, we get this warning during import:
Imported skeletal mesh has some invalid bind poses. Skeletal mesh skinning has been rebound using the time zero pose.
I believe the incorrect orientation is related to this warning. It falls back to the time-zero pose, which might be connected to this issue:
Unreal Engine Issues and Bug Tracker (UE\-229748)
Even if that issue isn’t fixed yet, we’d like to understand what triggers the warning above. In Maya, a bind pose is set, and for some assets, it works fine—but for others, it doesn’t. Reducing the number of bones drastically seems to eliminate the warning and fix the orientation.
When importing with the legacy importer, everything looks correct.
We’d like to figure out:
- What exactly causes the bind pose warning for this asset?
- Is the warning responsible for the incorrect orientation?
- How can we fix the warning (and the orientation)? What needs to be considered in Maya to ensure this works? I haven’t found a pattern yet—some assets import correctly, others don’t, and I can’t see any obvious differences in Maya.
2. Front Facing X-Axis and Flipped Bone Orientation During Animation
This issue requires a more complex setup with two skeletal meshes sharing the same skeleton:
Steps to reproduce:
- You have a character with a skeleton.
- You have a prop (e.g., a cape) that uses the same skeleton in the DCC and is exported with it.
- Import the character and then the prop using Front Facing X-Axis as two separate skeletal meshes. Make the prop reuse the same skeleton as the character during import.
- Drag & drop the prop into the scene.
- Attach a static mesh item to any bone the character was originally skinned to (e.g., the root bone).
- Create an animation for the skeleton (no keyframes needed).
- Assign any animation to the prop in the scene → The prop attached to bones will now appear flipped.
This does not happen when Front Facing X-Axis is not used.
Although the indicator is just a static mesh attached to a bone, I can confirm flipped bone transforms in the Havok Cloth code, which causes severe artifacts in cloth simulation.
I’ve recorded a video showing the repro steps. The two files used are attached: BoxCharacter.fbx and BoxCharacter_Cape.fbx.
I think this issue is very similar to the already fixed Unreal Engine Issues and Bug Tracker (UE\-239143), but this time it only occurs in this particular setup with a shared skeleton and an animation set.
Thanks a lot,
Pascal