FBX skeleton import from Maya/Blender is rotated 90 degrees

Hello,
I have a rigged mesh that I am trying to import into Unreal 5.5.4, but no matter what series of export (both Maya and Blender) and import options chosen, the rig always seems to have a 90 or 180 degree rotation applied to the ROOT bone… sometimes this 90 degree rotation “fixes” the orientation to look correct in UE, and sometimes not. Either way, I would prefer the ROOT bone to not have any rotations applied by default. This rotation is not existing in Maya or Blender and I have attempted this export/import on multiple rigs and empty projects, all with the same results.

I have also tried changing the Y/Z-up options within the DCCs, FBX export tabs, and UE Editor Import options, but none of my combinations seem to make any difference. I don’t think it should be this hard to get a rig imported with correct orientations, so I am asking if there is a bug, or some magic combination of import/export settings I can use. (just assuming a default Maya scene exporting to a default Unreal project).

Please refer to the screenshots below:
“maya export” is the orientation of the rig from Maya
“UE import” is how the asset looks when imported, with a 90 degree rotation applied in Z (many times it is applied in X). Zeroing out the z-rotation does not orient the rig correctly.

Thank you!
-Ben


Use the legacy importer that actually works.

Also, z up, y forward.

Also, the epic made importer stores your settings and hides things.
Totally possible you manually imported something with a custom rotation value and that the value got stored up and keeps getting re-used.
Also true for the legacy importer

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