Unexpected deformation occures when working with FBX skeletal mesh from Cinema 4D

Create a simple capsule object, create joints and manage weights.

Import into UE4, and it worked well in skeleton editor.

230351-skeletaleditor.png

Record a small piece of anim, then unexpected deformation appears in animation editor

230352-animationeditor.png

I did some experiments on this issue. The steps are below:

Create a UE4 project using the third person template.
Export the skeletal mesh asset as FBX file using UE4 Editor.
Import it into Cinema 4D, rename one of the joints
(If you don’t make any changes, C4D won’t do it’s trick. Renaming it doesn’t do anyting to the underlying hierarchy or geometry theorically)
Then,export it again from C4D, import into UE4 Editor.
Cool, look what we get!

PS:After re-importing the FBX file, all the bones were flipped forward. If you reset the binding pose in C4D to make the skeleton flip 90 degrees back, then import it, then the rotation will cancel out, it’s just like a bad joke.

Oh, I’d loke to say that I don’t expect anything from Maxon because they asked me for a serial number for reporting, and I’m demo : (