skinning/skeleton problem

Hello ue4 community,

i have a problem in 3ds max / maya skinning a jacket i created[ue4_skeleton] since the skeleton position of the exportet animations changes.

As you can see in 3ds max the upperarm_twist changes position between upperarm and lowerarm.


Wonder if i did a mistake somwhere to get this result.
I appreciate any help.

Used SK_Timplate for example.

I would like to welcome you to the “Epic Games Fix Your Crappy Animations Club”

Thanks, that helped me a lot.