Why after export fbx, the squeleton import invert ?
Hi im new, when i export fron 3d max my fbx its looks everiting its good
but when im in UE4 the squeleton mesh looks like
im triying to fix the pivots in 3d max but still fine, please
asked Jul 16 '17 at 08:27 PM in Using UE4
There are some things you could look into, make sure you are only importing bones + mesh, if you got any rigging it might import with strange results. Check so that the joint orientation for you root bone is the same as the world accis and have its rotation zeroed out. ue4 uses z as up accis you seems to be using x, this should not be a problem tbh since I do believe fbx sets the up accis on export - but it might be, (never used 3d max, maya has no problem with this but - might be worth checking up).
// hope that helped.
Not a Max user but lookup XForm, freeze transform and maybe some rigging Tutorials they usually cover this in the last steps. Also make sure to Export with the correct Coordinate System.
Good Luck =)
answered Jul 16 '17 at 10:26 PM
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