Hi there, I’m running into a very odd issue when importing an animated tram object animation from Modo to UE4; I’ve attached a slideshow to explain…
UE4-Shot1
UE4- beginning of animation
Modo-Shot1
And Modo (matches fine)
UE4-Shot2
A short way through the scene, things are looking decent in both apps still…
UE4-Shot3
…But at this stage you can see the whole tram is angling itself weirdly, apart from the rest of the animation remaining relatively solid
Modo-Shot3
-Here is how it should be appearing
-
My process/explanation:
I wanted to use the dynamics/animation systems in Modo to create a realistic looking tram animation that swings/moves accurately. I did that and baked the resulting animation so I could import to UE4. -
Stipulation:
I need to be using pre-baked dynamics because I need to animate characters entering/exiting the tram smoothly with Motionbuilder’s constraint systems. -
I’ve tried:
Exporting keyframed object animation (as opposed to skeletal) which imports and animates but with this same rotation issue- (I’ve heard many times this was not possible so it confused me when it worked- is importing animation without a skeleton a new engine feature?) -
Also tried binding joints to the mesh to try the skeletal animation route but ended up with identical results.
-
Tried the FBX converter, no change
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Tried importing to Motionbuilder 2015 and re-exporting (since Modo is still on FBX 2013) but same issue.
Here’s a link to the fbx animation if needed:FBX
Any ideas? Sadly this one is a bit of a showstopper for a multi-year project :\
Happy to provide anything else if needed.
Thanks so much!
-Barrett