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.

Any ideas?

Confirmed that the behavior is identical on Windows.

Same behavior observed in version 4.1

This seems to be related. Just trying a basic setup in Ued to export matinee to max. A camera and that black box with some animation. Export All then imported into max, did some small changes to the animation then exported the fbx. The camera and the box change initial position on re-importing ?

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.

Thank You

Eric Ketchum

Hi Eric,

we ran into the same issue here.
Right now, we can’t find any suitable way to transfer camera animation from one unreal-scene to another because of that.
Any update on this issue?

Hi LeFxFlo -

The issue is still being worked on, but we should have a way to duplicate matinee actors in a coming update to the engine. Have you tired using the new CameraAnim assets which allow you to save camera motions into the Content Browser as opposed to the level. These are new assets as of 4.2.0 and are still being worked on, but it might be a better way of sharing your camera motion between levels.

Thank You and I will keep you informed as we learn more -

Eric Ketchum

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.

Doesn’t seem to work here

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.