I seem to have tried all possible FBX export/import options - all settings result in incorrect blendshape animation curve import.
Here is the simple blendshape curve in maya with tangents of middle key adjusted by hand:
And here is the same curve after import, note change of shape and how high are max an min values!
Steps to reproduce:
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In Maya, create cube with one blendshape, keyframe it at 0 in first frame, at 1 in frame 10, at 0 in frame 20.
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In Maya’s Graph Editor adjust curve shape by grabbing and moving tangent of frame 10 key, Export to fbx.
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Import to Unreal as SkeletalMesh with animation, observe incorrect tangents on imported animation curve.
Is this a known issue? Are there ways to import correct anim curves without having to manually fix them in Unreal after import?