When Fbx is imported from modeling done in Maya into Unreal Engine, the animation is broken.



As an example of what I’m currently working on, if I do modeling and animation work in Maya and then import it into Unreal Engine as FBX, things end up looking weird like the image below.

Missing textures can be resolved by putting them back in Unreal Engine, but in this case, I have no idea what the problem is. I definitely removed the history…

Presumably, the pivot problem of the object occurred when working in Maya.


However, even though I tried everything I could with my limited knowledge, the problem shown in the image was still not resolved, so I decided to write this post.

What’s the problem?

your mesh might be filled with a lot of dirty data on it,
parts of it may not be set to scale 1,1,1
parts might be copied around and -1 in x or y axis

generally meshes that are going to animated in engine have a skeleton with it to keep things clean. with one merged mesh. so you can import the mesh separate from animation clips.

but it looks like you’re just parenting everything, which you can force the engine to read as a skeletal mesh, but will be harder to import animations from

Could it have to do with the origin point in Maya?