[Bug] Incorrect Rotation on SkeletalMesh Import
Install Path: C:\\users\\Markus\\Rocket\\
Specs: Win7, GTX580, 16GB Ram, UAC: on
Description: Upon importing my skeletal mesh into Rocket, and making it the project's default character, my mesh shows up rotated sideways in-game.
I'm not sure why this is the case.
Traditionally for UDK, you had to import from Maya with the skeletal mesh facing the positive z axis. But Rocket has the character facing off to the right for some reason.
NOTE: This was tested using FBX 2013.3 with Maya 2012.
Open up Maya, then make sure that your character skeletal mesh is facing the positive Z axis. From there, export using FBX as you normally would, and send your skeletal mesh into Rocket. Once you have that done, replace the classic box character mesh with your custom character.
Results: Et voila, upon character swap you will see your character facing off to the right in-game, instead of with its back facing you as one might expect.
Expected: Correct rotation upon animation import, dependent on the authoring tool that exported the FBX file.
asked Mar 11 '14 at 03:13 AM in Using UE4
ue4-archive ♦♦ STAFF
This is happening in the Beta 3 but has been fixed internally. It will be included in a future release.
Best Regards, Ryan
You may have setup Maya to compensate for the incorrect import rotation in UDK. We have since fixed this import issue for the default rotation in Maya. Make sure your rotation in Maya is set to the default rotation for Maya, Y up. If it is still the case let us know so we can figure out why this would be happening.
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