getting offset in unreal for metahuman animation from maya

hi,
I’m trying to make an animation for a metahuman in Maya and export the fbx skeletal animations to unreal and retarget it, The animation works fine but as you can see in the screenshot, there is an offset for the prop; even I tried attaching the prop inside Unreal, it still gives same issue,


And for the collision, I exported ground from unreal and imported into Maya to do animations and after exporting the skeleton as fbx and retargeting in Unreal, it gives some collision but not in Maya, only offsetting inside unreal make perfect animation, Is there any solution to solve it or am I doing something wrong?


thanks,
tamil

1 Like

Hi,
I tried exporting the animation from Unreal and importing it inside Maya and found there was an offset, as you can see in the GIF (the green one is retargeted animation from Unreal and the grey one is animation done in Maya).

unreal_offset

I seem to have the same problem has anyone found any solution to this problem??

DO as he did and import the animations into maya, but offset the desired exported animation back into place and dont freeze transforms.

Then go into unreal and drag the animation into the content folder.|
THen go to root motion tab in animation window of metahuman and allow root motion and check “lock root motion”

DO as he did and import the animations into maya, but offset the desired exported animation back into place and dont freeze transforms.

Then go into unreal and drag the animation into the content folder.|
THen go to root motion tab in animation window of metahuman and allow root motion and check “lock root motion”

DO as he did and import the animations into maya, but offset the desired exported animation back into place and dont freeze transforms.

Then go into unreal and drag the animation into the content folder.|
THen go to root motion tab in animation window of metahuman and allow root motion and check “lock root motion”

I tried doing the “Force Root Lock” in the .fbx file, but I’m also still seeing some offset issues, mainly with the hands.

Exporting from Maya 2023
Running UE 5.4.4

SOLUTION

I have found a possible solution (be it more of a band-aid). What I discovered is that I was able to get the Metahumans to perform without the offset when I was able to get Live Link working with Maya → UE

For some reason with the export/import (don’t know if it’s Maya or UE’s fault), an offset occurs that isn’t documented anywhere that I can see. But when I get Live Link working. Everything is animated 1:1.

Sir Wade has a solid walk-through to get it working, but here’s the link to the latest plugin for 5.5.4