Animation from Maya not importing / Incorrect transform

I had successfully exported animation data using Maya 2016’s ‘Game Exporter’ option, but after importing into Unreal, my running animation was rotated 90 degrees onto the ground.

I went back to make sure Maya’s scene preferences and export settings were set to Z-axis up, as they were.

So I copied to a new file in Maya and tried again, exporting with these settings:

http://s3.postimg.org/xlg6lgjdf/export.png

The FBX preview played like this, although it seems my problem would be in the inappropriate inclusion of the mesh and control rig into the animation FBX, I had done the same procedure previously, and my animation played in Unreal without issue, besides the incorrect rotation:

http://s2.postimg.org/kzmz6tuax/export.png

Then imported to Unreal:

http://s29.postimg.org/cq3szvgl3/import.png

I still received the ‘Imported bone transform is different from original’ error, but now the imported animation was looping a single frame, still on the ground without animation data.

I’m not sure where or which settings were changed, and can’t seem to make the animation play again after much fiddling with settings.

Any help is appreciated, thank you.

This is the rig, if anyone knows what’s wrong with it.

Have you tried setting the export option to FBX Version 2014? I’m not sure 2016 is supported yet.

Yeah FBX 2016 doesn’t work sometimes (not at all for me) with UE4.8

Solved these two problems… The rig’s skeleton ‘visibility’ channel was set to ‘off’, which prevented it from exporting.

As for the rotation issue, I just had to roll the animations 90 degrees on import.

A weird requirement, but it works.

Glad to hear you got it resolved and thanks for taking the time to post your solution. This will likely help users experiencing similar conditions with the latest FBX exporter.