Skeletal Mesh has correct scale but animation doesn't
I am importing an fbx of a character rigged/animated in maya.
The maya fbx export settings are the same that we have been using for multiple other characters and they all work correctly. The unreal import settings are the same as well. I am not scaling the mesh or animation on import.
When I view the skeletal mesh within Unreal it is the correct size 373x140x268
When I play the animation he shrinks down to 53x50x85
Does anyone know what could be causing this? Like I said the export/import settings work fine for other characters. So it must be something wrong in maya.
Here is a video showing what I'm seeing. https://youtu.be/bO6S5KWKXN4
asked Feb 09 '16 at 07:19 PM in Everything Else
I figured this out. My transforms weren't frozen correctly. My global control had a scale of 3,3,3 in the fbx when I imported it into Maya to check.
answered Feb 12 '16 at 03:34 AM
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