I’m trying to understand what is wrong with Blender animation I’m trying to use in UE5.
Practically what I’m doing is recording mocap in UE5 then export to Blender.
Over there I created a Rigify Rig using UeToRigify plugin.
But I’m facing the rotation issue of bones here and don’t understand why it happens.
Ignore the arm tho.
At first I was thinking it has to be with Quarternion vs Euler rotation (since Quarternion is usually default in Blender), but switching it all to Euler doesn’t seem to make a trick.
Importing back to Blender works fine.
Importing to 3ds Max works fine.