FBX import-export gives wrong scale
I'm playing around in the FirstPersonExample project.I wanted to try and create a reload animation. So I exported one of the existing animations as FBX, opened it in 3ds max, created the animation, exported it as fbx again and imported it into UE as animation sequence.
The animation itself plays correct, but the mesh is off in both transform and scale. Nowhere in the process did I change this. So I've tried just exporting-importing from unreal to 3ds max and back to unreal without doing any changes, and it still does it. But I can't seem to find any import/export settings for this.
asked Mar 20 '16 at 08:36 PM in Using UE4
Check your Units in 3dsMax and make sure on export you have them set to centimeters.
answered Mar 24 '16 at 10:50 PM
Make sure your root bone is at world origin in 3ds. So it starts from 0,0.
answered Mar 26 '16 at 02:17 PM
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