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Maya import problem

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Summer18 node

I have a scene in Maya that has a character with a rig and a standard unreal engine skeleton. When I import a standard mannequin from unreal engine into a scene, I have this strange problem. Please tell me, how can I fix this?


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  • Alex_J
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    Alex_J grand marshal polycounter

    probably a difference in that unreal uses z up and maya default is y up.


    under shading turn on xray joints to view the skeleton.


    IIRC you can just go to skin>reset to bind pose and that should correct the weirdness. If you are working on animations in maya it may be worthwhile to set default to Z up (in preferences), otherwise put skeleton in a group and add rotation offset to the group.

  • Summer18
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    Summer18 node

    Alex_J  I don't have reset to bind pose option at Skin menu. The problem is that if I load a standard unreal mannequin into a new empty scene then there is no problem. The problem only occurs when importing into a scene that has character, rig and unreal skeleton. I also forgot to mention that the imported unreal mannequin root disappears.


  • Alex_J
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    Alex_J grand marshal polycounter

    you probably need to use namespaces. That's an import option you can toggle on.


    Maya is probably trying to overwrite skeletons that share same named bones.


    @Summer18

  • Summer18
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    Summer18 node

    Alex_J Everything works, you helped a lot, thank you very much)

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