Skeletal mesh root is in wrong place after import FBX

Hi there, my friend is having a problem to import FBX. The skeletal mesh root is in wrong place! Can anybody help us, please??

Here is our doubt: Skeletal mesh root is in wrong place after import FBX - Character & Animation - Unreal Engine Forums

Thank you!

Hi keiii,

Can you have them respond here? I’d like to get a copy of their max file and see if we can figure out what’s going on.

To start, all bones should have a scale of 1. Scaling bones causes a lot of problems and should be avoided. Any additional rigging tools you create can have any scale as long as the bones themselves have a scale of 1.

Hi keiii,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.