so I’m exporting animation from Maya to Unreal, which is Z-up. My problem is that I’m trying to swap out RBD animation for baked joint-based animation but the animation comes out the wrong way in Unreal:
Is there something I’m missing?
so I’m exporting animation from Maya to Unreal, which is Z-up. My problem is that I’m trying to swap out RBD animation for baked joint-based animation but the animation comes out the wrong way in Unreal:
Is there something I’m missing?
Well that’s interesting. I guess first question is… have you tried opening up your exported FBX in Maya again to see if it’s exporting properly to begin with?
Well everything else is exporting fine and importing fine for static meshes.
I also tried Z-up in the FBX Export settings but that didn’t do anything.
and ya, I have imported it back into Maya and it’s correct
I just tried baking out a simulation similar to yours and it worked for me. Here’s the FBX for you to test. There’s like a 2-frame flip it does but it was baked out like that. http://puu.sh/7HV7t.fbx I simulated with PhysX but yea, shouldn’t matter if it exports fine either way.
ok - I just compared your scene to mine and I think it’s because I don’t have my bone rotation zeroed to start with. I’ll try and change my script and see if this fixes it.
Oh you know, my bad, didn’t even think of this even though I do it for all my character skeletons. I’ll post it as an answer…
nope - I’m still getting this warning about the imported bone transforms being different from original
You need to have a “root” joint that stays at the world origin (0,0,0) that is the top-most joint in the chain. It doesn’t have to be bound to anything and you can even disable it from drawing in Maya if you want, but it needs to be there.
ok but I can’t seem to get that to work. Can you post the scene for the FBX you posted?
ok - I have it working now. thanks so much. That’s a weird one
Hi, I have the same problem. I’m already make the root for the character, but it still not working. How can I make it work?