Hello,
I have an issue where I export my animation from Maya to Unreal engine and the entire animation plays correctly but for some reason my neck bone is flipped. I check the transformations in maya and they are perfect but in Unreal that one neck bone has random rotations like 180 degrees and such. I tried make a random animation and it had the same issue with that one bone. I have no idea how to fix this..I've attached some pictures
Replies
This is assuming it's children have exported - I know unreal doesn't store rotation on the last bone in a chain
You should delete it, and rebuild it then when you import into unreal have it "update the skeletal reference".
In Maya, open the outliner, Display > turn off display DAG objects only. Then search for *bind* and delete all of the bind poses. Make sure to include the * windcards when searching so it will find all of the bind poses.
Then select all of your bones, and in the command line (lower left corner) type dagPose -s -bp and export.
Then import into Unreal using the import button, don't right click reimport. Do it fresh so the options pop up. Then check on "update skeleton reference" so it rebuilds the ref pose in unreal.