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