Nop, same issue even with the same bind pose/animation exported. If you watch the video, you can see how the first pose changes every time I re-import the animation changing the preserve local transformation. I exported all this using Maya 2019.3.1 from the game exporter tool. I have no idea how to fix this issue, I double-checked joints axis are correct by importing the fbx back to maya, nothing strange is happening, no odd rotations, axis are consistent. My understanding is that is at Unreal end where is getting broken, the way the bones are getting solved although the animation is sampled by 1 is not, sometimes accurate enough. I’ll carry on investigating…
ummmm it is definitely that end joint the one with gimbal issues…how necessary it is? maybe just deleting it once the rig is built could solve the problem?
update: deleting the end joint fixed the problem, but still some other joints are rotating wrongly…this makes no sense at all…the end joint deleted contained a lot of micro non-uniform scaling, but the chest bone is just the end of the chain bone, it shouldn’t do anything odd… definitely something strange is going on…
that bone , chest HAS NO animation and is rotating crazy in unreal… _
new update: i cant post more than 3 times in a row! haha!
is it because of that??? not converting the scene is fixing the odd rotation on the chest joint…obviously the animation is flipped and fucked up…but rotation is sorted…
latest update: think it might be fixed…the issue is the Unreal convert scene turned on… import the asset again rotating x to 90 and voila! no more rotations! I think instead the ugly x to 90 it could work by exporting Z up in fbx options… ill try tomorrow!
carrying on with my ranting: tried to export z up + no convert scene didn’t fix the issue.
I tried though, importing into unreal ticking on the convert scene plus forcing front x and magically all gimbal are fixed…but the animation is now facing x, not matching with Maya orientation ! but that is fixable importing with z 90…
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however, some gimbals are fixed…but some others, like in the arm twister are happening…i don’t really know how to keep this consistent… 8-(