Maya to Unreal_prop animation export

Hi..

I animated a character in maya, a character with sword in his right hand and walking is the animation. I baked the animation of character and sword and imported into UE.

Character animation is working fine in sequencer. The imported sword animation in the sequencer is moved away from the hand a little bit. I exported and imported the same animation many times, but this placement shift is happening, and the sword is not maintaining its position as in Maya.

So we export the sword animation as an Alembic cache and solved the issue.

But I need to know why this is happening and I need some clarity on this matter.

Thanks in advance.

Hey there,

There are a few reasons this can happen. I would need to take a look at the animation file to be sure. I’m not sure what a “little bit” off means in this case, without a screenshot, video, or file.

  • Attachments on bones that are further down the rig hierarchy are subject to jitter or slight offsets when keyed or moved off the bind/ref pose.
  • Skeletons can have a ref pose, and then skeletal meshes can have different ref poses. This lets different characters share the same skeleton asset and use runtime retargeting to handle differences when playing animations on them. Depending on your ref pose and your runtime retargeting options, you may have an offset.
  • If you are attaching directly to a bone, it should be wysiwyg, but if you have a socket make sure your sockets do not have an offset in them.
  • When you attach the object, make sure it is attached with no subtle offsets.

If you share your animation, I can tell you exactly where the issue may be.

Dustin.

Hi [Dustin [Content removed]

I just renamed top node as root (stays in the root) and the next joint as pelvis and uploaded fbx from Maya to UE, and now it is working without any offsets. The same animation, all I did was renaming the first two joints.

I will make sure to check the points you mentioned and let you know.

Thankyou for your time and support.