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ueGear Issue - wrong rotation axis when updating assets

Hello, I’m really enjoying the ueGear tool, but I’ve encountered an issue with updating rotation data between UE and Maya (and vice versa), specifically with static meshes.

I know this is a beta version, but I’d like to know if I can do anything on my end. When I rotate an object along the X axis and update it in Unreal (also from UE to Maya), it rotates in the negative X direction instead of the positive. I’ve tried a few things, like verifying the initial asset import and switching Maya’s world axis from Z to Y, but I haven’t had any luck. Could you let me know if I might be missing something, or if this is something that will be addressed in future updates?

Thank you!

Hi @alexiosa thanks for the feedback!
we will check it ASAP

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Hi @alexiosa
Could you provide us with some images of what you are describing?

Currently we perform a world space orientation conversion ( converts from Left hand to Right hand ) this does introduce some rotation changes, but I am not sure if it is the bug that you are mentioning.

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