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Mixamo autorig z-up root motion problem

Hi after my failed attempt at trying to get my original 3ds max biped rig working for root motion i have tried using a Mixamo Unreal rig but now there is another problem. It appears unlike the default herotpp skeleton and Kubolds movement animset pro skeleton the Mixamo rig is y-up on the root so when i apply root motion in UDK this happens. alt text

I also work with animations in Motionbuilder, the different axis roots make this rig incompatible with every animation i was going to use, here is the comparison. alt text

alt text

If someone, anyone could please help me i would be forever grateful.

Note i have tried 10's of different configurations of exporting, importing, retargeting and merging between 3ds max, mixamo, motionbuilder and UDK.

Product Version: UE 4.7
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asked Sep 11 '15 at 03:58 AM in Using UE4

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avatar image MeshMyster Mar 09 '16 at 07:36 AM

Did you ever solve this?

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