Hello everyone, complete UE4 noob here. I want to export the FirstPersonCharacter animations such as the rifle_fire, rifle_idle, etc., to adjust the hands for my custom weapons, in Maya 2019 using the ARTv1. The FP character arms seem to be the same skeleton as the ThirdPersonCharacter skeleton which is also in Maya’s ARTv1.
In Maya, after installing ARTv1 and adding the character, at first the mannequin was facing down on the floor, but I set the world coordinate up-axis to z which solved that part. Now he’s standing up right like he should be.
When I import a FPCharacter animation such as “rifle_fire”, I then apply it to all body sections in the Import Motion tab since they share the same skeleton (I think. There is also a setting to apply the anims to selected body parts, like the arms only. I tried this but it didn’t solve my issue.)
After I import any animation, that’s when the problem happens. The mannequin seems to rotate facing left, and the arms get distorted by rotating in odd directions and are moved out of place depending on the animation.
On 2 pics below, in Maya, notice the direction gizmo on the bottom left. Before importing an animation, the mannequin is facing forward, in standard pose. After importing an animation the mannequin’s body rotates turning left.
I’m thinking that the first person character skeleton in UE4 is facing a different direction than the third person character. The reason why I think that is because in UE4, if you open the FirstPersonCharacter blueprint, and add the ThirdPersonCharacter as a skeleton mesh to it so that other players can see a full body instead of floating arms, the ThirdPerson skeleton mesh is added but facing in the wrong direction, you then have to rotate and re-position the third person mesh manually to match the position of the floating arms. I think that this may be what’s also happening in Maya. Below is also a picture of this. I have to rotate either the FirstPersonCharacter somehow, or rotate the Mannequin in Maya but I’m not sure how or If I’m even right.
If I’m correct, how do I go about fixing this?
If I’m wrong, could I be exporting the ue4 animations incorrectly? or Importing them into Maya incorrectly?
Does anyone know how I could fix this? If so, could you pretty please provide a detailed step by step list on how to fix this issue?
Thank you for your time and help.