I'm trying to import an avatar (skeletal mesh) and am running into an issue, where skeleton of my mesh is oriented properly, but the mesh itself is lying down. FBX was first exported from UE5, but it is Metahuman body "preview" model (included when importing any Metahuman into UE project). I've since tried re-exporting it from Maya via various means (to keep the Skeleton and mappings, to try simulation by changing poses as needed) hence why I'm trying to avoid OBJ.
Any ideas what is going wrong here? Any help appreciated.
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According to the image you shared, the rotate value of the mesh seems to be set incorrectly. Please check the value in Maya or Unreal Engine.
I hope this information helps you! Should have further questions, please let us know :)
In maya or unreal you get the option to set the avatar + rigs swizzle (x,y,z) orientation on export but you also need to ensure in your prior software that the skin mesh that is bound in the avatar models rig does not have additional constraints (scalars etc) that when parented react differently on export. This means in Maya or unreal you need to ensure any parented rotations or swizzle vectors (x,y,z) are 'applied' so that when you export using a preset no interpolation of scalars can occur when your import to MD.
Think of it like baking > you bake all your model elements in the scene root tree > scales, rotations, translations, arrays, so that they are 'zero'd out such that they are then independent of the unit world space system you were using (eg: maya world space, unreal world space) > then export.
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