I am attempting to re-orient the skeletal mesh for the assault rifle from the Epic Shooter Game demo, as I am using it in one of my projects as a mock asset and it doesn’t align with the rest of the weapon skeletal meshes I use.
I have exported it from UE4 as an FBX file, and opened it in Maya, but so far, I’m a little lost (I’m a programmer, and don’t know maya well). I’ve discovered that the FBX exporter creates an extra root bone which must be removed apparently. I know how to do that (right click -> actions -> unparent, and then delete the root node), but the meshes are misaligned and the controls appear to be locked out.
I’m also not 100% sure I’m doing the export correctly, as when I re-imported, the gun is aligned to the UE4 Z axis. I read somewhere that instead of changing the axis in Maya, I should set the up axis to Y during the FBX import in UE, but I don’t see that option.
Any help would be appreciated.