Why does a Matinee FBX Re-Import change the Coordinate / Curve Camera settings?
With version 4.0.2/Mac:
I have been having difficulties with matinee export and camera animation, so to try and get a baseline, I opened the Content Examples matinee project and exported matinee 2.4. Then I tried immediately reimporting the FBX file it generated. The animation comes back in, but the tangent on the middle keyframe on Y seems inverted. Also the camera animation seems to have been rotated 90 degrees around the world origin, so that now it is well outside of the demo room, over the black grid. Importing to Maya and exporting does the same thing.
Then I had a flash of inspiration and thought maybe I had to create a new Matinee. However, the same exact thing happens.
I also tried the same experiment with the Cave level and had the same results.
Hi jstarrdewar -
This is a known issue that we are working to correct in the engine. Unfortunately I do not have an ETA for a fix.
answered Jun 03 '14 at 06:56 PM
Lovecraft_K ♦♦ STAFF
I had the same issue. The solution turned out to be quite unintuitive. Import any fbx model into your project and don't save. Then Import your camera animation into matinee and it works just fine.
answered Feb 09 '15 at 01:41 PM
export cam from maya in Y-up. import into unreal, make an empty actor and place it at the origin. rotated it 90,-90,0. then attach the cam under the empty actor. Works for me in 4.10. Once setup, you can reimport cam fbx to update the animation without any extra effort.
havn't tested the other way around though.
some cam came in as original keyframe, but some seems to be baked out, don't know why.
answered Feb 12 '16 at 08:14 AM
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