Maya to Unreal - Bezier Curves to Spline

Hello Everybody!

I managed to transfer a curve from maya to unreal using the positions and tangents of the curve. In the Gif bellow you can see that the points and tangents are overlapping perfectly, but the curve does not overlap. I’ve tried to use a multiplier just to scale and see if there is a math problem with the tangents, but it just breaks the flow.
Does anyone have experience in this? My first guess is that Maya beziers are rendering differently than Unreal Engine Spline, but is there a fix to this or some kind of optimization?

bezierCurves

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