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Camera world position changes between projects

I have made a Matinee camera in UE4, the problem is when i export this matinee sequence (as .FBX). And import this in another project the world position is changed.

I have tried the following to fix this problem: Import the .FBX in Maya, and reset the coordinates (put everything on zero). Doesn't work Import the .FBX in Maya, center the pivot (put the pivot in the middle of the camera). Doesn't work Import the .FBX in Maya, combine the top 2 Doesn't work

Import the .FBX in 3ds Max, and reset the coordinates (put everything on zero). Doesn't work Import the .FBX in 3ds Max, center the pivot (put the pivot in the middle of the camera). Doesn't work Import the .FBX in 3ds Max, combine the top 2 Doesn't work

Now i also tried to migrate the matinee file, it contains all the information (my key frames and etc). But then it misses the camera,and i cant find how to attach a camera to an existing timeline. I can only create a new one.

Now i sort of got a work around and by making a camera_Anim and migrating this. But the problem here is it doesn't show up in the scene, i can only preview this camera.

So the best thing would be: if there is a working fix for the world position Attach a camera to an existing matinee timeline. Or to call the Camera_Anim when the level starts, and after call all the other Camera_Anims after the first one is done.

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asked Jan 13 '15 at 08:14 PM in Rendering

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nielson
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