Incorrectly adding 'scale' to Joints on import from Maya

Hi there,

So I am animating ontop of a control rig then baking that down to an identical hierachy that I then bind the geometry too and import into Unreal.

The animation bakes across fine and works correctly when reimported into Maya however in Unreal some joints seem to have been scaled. I am not baking any scale or translation keys in the animation, its pure rotations.

I thought it may have been an issue with multiple bind poses on the rig so I have made sure there is only a single bind on the rig, still no success.

So i have had this issue on a few occasions in different rigs but have never been able to resolve it, my only option has been to delete the joints effected in the fbx file and reimport, losing the animation on those joints.

If anyone has encountered this let me know, another guy in the office uses ART, a rigging plugin for maya and he has never encountered this bug however ART handles the import/export of animation and I haven’t got time to go through the code to see how it handles it differently.

Also as a side note, does anyone know how to setup a camera’s attributes in Maya to match that of the default first person camera? This is kind of a basic thing and as great as it is too see Unreal adding in ‘cool’ features for animating in Unreal, it would also be nice if you catered for animators that prefer to work mostly in Maya.

Thanks

Cully