Hello.
I am trying to import maya data to ue4 via fbx but cannot get the exact results I want.
I know the axis is different, Maya Y up to UE4 Z up so I tried fbx export options in axis Z but this not working.
What I want to do is import multiple objects and instances from maya with the exact pivot points and transform/rotation values. When I import from ue4 top left File/Import to level… I get the same pivot points and transform values but the object gets a additional 90 degrees added in the X axis. This maybe derived from the maya / ue4 axis difference?I tried working with fbx options but nothing seems to solve this.
On the other hand when I import from the content browser, I am able to get a object without the additional 90 degrees but pivot points and transform/rotation values are reset to 0,0,0.
This image, I made a long cube and sphere and copied, moved/rotated it in maya. The long cube in the center doesn’t have transform/rotation values but when brought to ue4 via File/Import to level… a 90 degrees is added to the X axis. In maya the objects in maya are standing up but in ue4 they are lying down.
Is there a way to solve this?
Or working in Z up axis in Maya the only solution?
Thank you,
When you export it in Maya, use the Z-up setting under Axis Conversion.
As I have written in my question I have tried changing Z-up settings but the File/Import to level… automatically adds the 90 degrees to X axis to each object, unfortunatelly.
Doesn’t for me, so you’re doing something wrong.
But may be some bug I haven’t run into.
You followed this: FBX Static Mesh Pipeline | Unreal Engine Documentation ??
As for the Content browser import since it is a Individual asset import it looks like I should only expect objects placed at origin (0,0,0) so this import is I think Ok.
But for the [Import to level] since it is a fbx scene import it bring in a scene with multiple objects with pivots and transform/rotate values but the axis problem occurs for each object, which doesn’t occur in the content browser import. I notice that the fbx import options are very limited for the [Import to level] compared to the content browser fbx import options as my attached image.
Content browser import is working finely but once I take the check off [Transform Vertex to Absolute] from the fbx import options for the content browser a 90 degrees is added to objects.I don’t know if this has anything to do with this problem or not?
Maybe the import into level option should have a [Transform Vertex to Absolute] check box like the content browser import options?