Importing FBX files reorients mirrored objects.
Ive noticed that when I export objects as .fbx files then import them into unreal they were sometimes appearing scrambled and rearranged in the editor. Upon further inspection it seems that when I use the mirror tool in 3ds max and export the resulting file it will reorient the mirrored objects. This happens despite fbx version used and despite 3ds max version used (I've tried multiple times). The only thing that seems to fix it is to attach every object in my scene together before exporting.
Of course this isn't as much of a problem now that Unreal allows .obj models to be imported but it still seems odd to me. Anyone got any ideas here? Or maybe theirs something I'm missing? I haven't really seen anyone having this same problem either. Anyone who can explain this has my gratitude.
asked Jul 16 '14 at 03:59 PM in Bug Reports
Hola! Tengo el mismo problema. Pero lo pude resolver. El problema está en que se pierde la referencia de coordenadas. Para que esto no suceda debes emparentar el objeto problematico a un padre. Una vez hecho esto no tendrás ese problema. Y funciona incluso con animaciones y esqueletos. Saludos,
answered Apr 20 '15 at 07:48 PM
Since I've not heard back from you in a few days I'm going to mark this as resolved for our tracking purposes. If you are still having the issue please feel free to post here with the relevant information requested above.
answered Jul 21 '14 at 04:08 PM
Tim Hobson ♦♦ STAFF
Hi guys, I just came across the same problem, so this behaviour ist still a thing, but i found a workaround.
Just use the group function of max and export the group itself. I havn't tested if this works with symmetry modifier, but it works fine for the mirrored meshes, instanced or copied.
answered Apr 09 '18 at 12:07 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here