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.