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Exporting skeletal mesh from Maya to UE4 changes position of mesh in UE4?

Hi all,

Currently struggling with reimporting some assets that were not positioned correctly or skinned very well for a VR project. The problem I'm currently having is with a character generator that allows the end-user to create a custom character from a preexisting array of meshes, including heads, shirts, pants, and shoes. The head mesh is in the correct position when viewed in Maya, but when I import the mesh as an .fbx into UE4, the position of the head is different, causing clipping problems. 
View in Maya: 

View in UE4:

As you can see, part of the clavicle pokes out in the Unreal version. Anyone know what could be causing this?
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