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.