Maya to Unreal Transformation Matrix


I want to reassemble a scene in Unreal from Maya.

I’ve already wrote a json exporter that saves which assembly References I use in Maya and getting the translation (position XYZ) is pretty easy in terms of just switching between the Y and the Z values.

However getting the rotations is a bit trickier.

It involves math and moving from a right handed coordinate system with xyz rotation order to a left handed system with zxy rotation order (i believe), which something I don’t know how to do.

Please help…


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