When Importing fbx, animation offset from root joint
I started off with C3D markers, transferred them onto an actor through motion builder - then onto a character that I created, the problem that I get is when I then import that FBX into Unreal, the animation is offset by a good foot or so. I am wondering how to get by this as it is a massive issue for my player animations, is it something to do with the Human Ik workflow or is the animation not zero'd out properly?
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