Hi everyone, I was having trouble importing my rig in from maya to UE4. The issue is that when ever i import the rig it moves some of the bones to a large offset off of the model. I’m not sure if this is an issue with the rig from maya, but i have no clue how to trouble shoot this issue. Any help would be great.
Here is an image, if it would be better for you guys http://imgur.com/a/miwWL If it would be best to post the maya file i can do that as well.
If you import that .fbx back into maya, does it look the same?
Do you have animation keys on the bones in that fbx?
Is the root bone in world? Or parented under a group node? It should be parented to world, no extra root nodes involved.
In fact, your entire skeleton hierarchy should only have bones involved. No groups.
On your skeleton, is the .segmentScaleCompensate attribute turned on on each bone?
And is the parent scale connected properly into the .inverseScale for each child bone?
I found those things affect skeletons in ue4 as I think bones in ue4 have a somewhat different function.