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FBX import-export gives wrong scale

Hi,

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.

Product Version: UE 4.10
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asked Mar 20 '16 at 08:36 PM in Using UE4

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Runekn
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Check your Units in 3dsMax and make sure on export you have them set to centimeters.

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answered Mar 24 '16 at 10:50 PM

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Black Phoenyx
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avatar image Runekn Mar 25 '16 at 09:46 PM

Didn't change anything I'm afraid. (I changed the units in Customize -> Units Setup)

avatar image Black Phoenyx Mar 25 '16 at 11:20 PM

Your export settings from Max should look like this:

alt text

avatar image Runekn Mar 26 '16 at 08:32 AM

Oh, forgot about export settings. Thanks you, this worked.

avatar image Black Phoenyx Mar 26 '16 at 01:33 PM

Great! don't forget to mark this as answered/resolved.

avatar image Black Phoenyx Mar 25 '16 at 11:23 PM

Try to import this one and let me know if it works or if it is giving you the same issues:

http://www.BlackPhoenyx.com/sr/SK_Mannequin_Arms2.fbx

avatar image Runekn Mar 26 '16 at 08:29 AM

Link not working

avatar image Black Phoenyx Mar 26 '16 at 01:33 PM

Whoops mistyped the link it should be

http://www.BlackPhoenyx.com/sr/SK_Mannequin_Arms2.zip

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Make sure your root bone is at world origin in 3ds. So it starts from 0,0.

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answered Mar 26 '16 at 02:17 PM

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VictorBurgos
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