I am importing a simple run animation from 3ds max (well, from daz3d to 3ds max then to ue4).
The anim runs fine in max but is not the same once imported in ue4. The flaw is especially visible at the hip/pelvis bones making the figure run legs side ways.
I tried to export the anim both Baked & not baked with the same results.
Are the hip/pelvis bones set to: Rotation = 0 for X, Y, Z at the bind pose? (Frame 0). Is the character positioned in the bind pose the following way: Z=Up, X=Forward (facing the camera), Y = Postive (like the character’s right arm if the character is facing you)?
Also, it would be helpful if you could send the original daz3d model as well as the 3DS Max file so we can take a closer look.
Are the hip/pelvis bones set to: Rotation = 0 for X, Y, Z at the bind pose? (Frame 0)
i’m afraid i exported the animation with the frame 0 already in the running pose.
*Is the character positioned in the bind pose the following way: Z=Up, X=Forward (facing the camera), Y = Postive (like the character’s right arm if the character is facing you)? *
in max, the figure is set with z = up, x = left, y = back.
oh my, i have this all wrong then.
Should i add a T pose in frame 0 ? in Max ?
Should i rotate my model ? in Daz ? in Max ?
(i will experiment/play/learn)
I took a look at both fbx files imported into the editor and they look fine, so disregard my first questions. Can you send the orinal 3DS Max file that you are exporting from? (Not an FBX file, but the original 3DSMax file that I can open in 3DSMax.)
We discovered that the Daz3D fbx would successfully import an animation if you chose “Animated Time” or “Set Range”, but not with the default of “Exported Time”. The only problem here is that the mesh gets messed up when coming directly from Daz3D. The workaround is to:
Bring the fbx through Max to export the skeletal mesh (in this case, CharRunMax.Fbx)
Export the animations directly from Daz3D (CharRunDazFbx)