Preparing assets for Unreal, Z up and X forward axis, why do it if Unreal autocorrects the rotation?

Hello, recently I’ve been trying to see how best to prepare my assets for Unreal.
When you import a character into unreal, if your Maya up axis was Y, it autocorrects the rotation so your char stands up right, but then you probably also have to rotate it so that it’s facing X as it’s forward direction.

My question is, why is it we need to set up our Maya scene to favor Unreal, if Unreal’s gonna do the corrections? If it’s bad practice, what kind of complications will it cause?

Hey @Petar3D! Welcome to the forums!

So the answer is:
Not really much, to be honest. You might have to rotate some things 90 degrees, like you said. But in the grand scheme of things, that’s extremely simple to do.

Now maybe in an animation… Then it will really matter. Just make sure to test things to see if they need to be fixed before moving on to prevent headaches down the road! :slight_smile:

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