Hello,
I’m facing an issue where a skinned rig that an animator I’m working with made in maya is importing incorrectly into ue4. It only happens with this specific rig and I tried using every combination of import settings. The rig itself looks fine in maya and behaves normally:
It might be because they are off from the 0 in maya… I’m not sure I’ve only used blender and this happened when the model was a bit off from the zero mark when I exported it. Also there are alot of bones in your arm model, the humanoid rig in Unreal doesn’t have that much I think, maybe it’s messing it up?
I’m pretty sure its not being off from the 0 in maya that’s the problem, other rigs don’t have a problem with it. The animator made another rig with that complexity for the left hand/arm and that works fine. It seems that he might’ve mirrored that rig and skinned into onto the right arm, but he’s not sure because he can’t reproduce it.
Fixed the issue, it was because the animator set the root bone scale on the z axis to 0.465 instead of its regular scale value which was 1.881, so duplicating the rig, fixing the scale value, reskinning it, copying the skin weights and keyframes for each of the animations fixed it.